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Souly
Commander ![]() ![]() Joined: 13 December 2020 Online Status: Offline Posts: 2451 |
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Alright lets get straight to the art shall we.
Updates: Sept 17 - Walk cycles, shooting animations Sept 17 - Storyline has begun to develop. Sept 18 - Shooting animation, walkcycle with shooting animation. Sept 19 - New mockup, worked on shooting animations smoke. Sept 24 - Portraits, new mockup, demos! Sept 26 - A new programmer has submitted a demo. Oct 4 - Some new animations. Oct 6 - New mockups and an explosion animation. Oct 11 - New tile design, created 4 new characters some scientists and a big robot. Oct 17 - I think I finally worked out the kinks on the claw. Demos: Demo 1 Demo 2 Demo 3 [NEW"> Mockups: ![]() ![]() ![]() ![]() Misc: ![]() ![]() Lectro's Animations: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Bosses: ![]() ![]() Enemy Animations: ![]() ![]() Skeleyton ![]() ![]() Minion - Angry Minion ![]() Blip ![]() ![]() Midget Zombie Mafia ![]() Some small scientists. ![]() Robot. ![]() Sxullz ![]() Grlmm ![]() ![]() Godfather Edited by Souly - 17 October 2007 at 11:10am |
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Hapiel
Rear Admiral ![]() ![]() Joined: 30 June 2023 Online Status: Offline Posts: 3266 |
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Originally posted by Souly Alright I just recently re-downloaded Cave Story. I've always loved the look and feel of Cave Story, so I thought I'd try to make a mockup for a game similar to that of Cave Story. ![]() Lectro, our hero. ![]() Run Lectro, run! lol you did great cos I was thinking of cave story before I read you where going to make a similar like mockup! |
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Souly
Commander ![]() ![]() Joined: 13 December 2020 Online Status: Offline Posts: 2451 |
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![]() Decided to add some eyes, and change the frame rate. |
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Eschar
Seaman ![]() Joined: 05 September 2007 Location: Iceland Online Status: Offline Posts: 5 |
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What are those yellow things protruding from his head?
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Excellence, guaranteed.
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Souly
Commander ![]() ![]() Joined: 13 December 2020 Online Status: Offline Posts: 2451 |
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Electrical prongs.
![]() He can look up now. :o |
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Dark Pixel
Seaman ![]() ![]() Joined: 06 September 2007 Online Status: Offline Posts: 22 |
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I like this.. but it reads better when you zoom it..
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Souly
Commander ![]() ![]() Joined: 13 December 2020 Online Status: Offline Posts: 2451 |
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Holy f**k more updates.
There's been a change in colors, the green was bothering me. ![]() Run. ![]() Looking up ![]() Lookup run. ![]() He's got a gun! :D ![]() He can aim it too. ![]() Shoot and run. ![]() Jump. ![]() Run and jump. ![]() And omgwtfbbq is that a skeleton? ![]() They'll sneak up on you. |
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PixelSnader
Commander ![]() ![]() Not a troll! Joined: 05 June 2014 Online Status: Offline Posts: 3194 |
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thats pure
![]() ![]() ![]() love the skelly
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Souly
Commander ![]() ![]() Joined: 13 December 2020 Online Status: Offline Posts: 2451 |
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![]() Minion ![]() You wont like him when he gets angry. ![]() I call it a blip. |
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Souly
Commander ![]() ![]() Joined: 13 December 2020 Online Status: Offline Posts: 2451 |
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![]() Do you think the details for the background is too much? I wanted to have simple characters, and detailed scenery. Also, not digging the grass too much, it clashes due to how simple it is.. I'll get around to fixing that but at the moment, I'm too tired to go on. ![]() Threw together a quick run animation for the piratey guy. His legs are a little wonky, but I'm seriously ready for bed. Edited by Souly - 10 September 2007 at 2:53am |
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Souly
Commander ![]() ![]() Joined: 13 December 2020 Online Status: Offline Posts: 2451 |
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Sorry for the double post, but I had an update on the mockup.
The pirate definitely didn't fit into the scene.. So I switched him with a blip, seemed more suitable. Also fixed up the grass, hopefully that helps. ![]() |
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Souly
Commander ![]() ![]() Joined: 13 December 2020 Online Status: Offline Posts: 2451 |
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Triple post..
![]() Lowered the contrast as advised by Arachne on Pixelation. Added some rough clouds, and expanded the mockup a bit. Edited by Souly - 10 September 2007 at 10:25pm |
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Metaru
Commander ![]() ![]() Joined: 03 February 2020 Online Status: Offline Posts: 3305 |
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![]() just added that small detail to the grass so it wouldn't look so empty
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I ate leel's babies
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Souly
Commander ![]() ![]() Joined: 13 December 2020 Online Status: Offline Posts: 2451 |
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![]() Update on the trunk. ![]() Mafia boss |
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Di0xygen
Commander ![]() ![]() Joined: 03 July 2005 Online Status: Offline Posts: 401 |
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That's complete sex, don't stop.. never even, I can't get enough of those beautiful little drug induced pixels :D
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c==3
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Souly
Commander ![]() ![]() Joined: 13 December 2020 Online Status: Offline Posts: 2451 |
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![]() I know it's wonky looking, just can't figure out what's wrong with it... This has been the hardest animation so far due to his size. |
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Larwick
Commander ![]() ![]() Joined: 18 July 2024 Online Status: Offline Posts: 4015 |
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Are you setting yourself a certain limit with palettes?
I think the larger ones could do with a bit more colours. :P KUTGW! |
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Monkey 'o Doom
Commander ![]() ![]() Joined: 24 September 2005 Online Status: Offline Posts: 2994 |
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Arms should move opposite to the leg on that side--as the left leg goes forward left arm swings back. That might be part of it.
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Souly
Commander ![]() ![]() Joined: 13 December 2020 Online Status: Offline Posts: 2451 |
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![]() I realized the legs and feet weren't in sync. And it looked like the legs weren't doing a full rotation. Hopefully this looks better. |
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Souly
Commander ![]() ![]() Joined: 13 December 2020 Online Status: Offline Posts: 2451 |
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New animation :o
![]() ![]() For anyone who cares, I'm trying to find a coder for this project. So if there's anybody who would like to help out that'd be great. :D Also, would any of you mind helping me brainstorm some ideas for storylines? Cause I'm horrible at story making. D: And if I can just get an idea to link these characters together then I'll be able to go in a direction with these characters other then just random makings. Edited by Souly - 15 September 2007 at 5:11am |
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Souly
Commander ![]() ![]() Joined: 13 December 2020 Online Status: Offline Posts: 2451 |
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![]() Gave him a new gun. I can't animate smoke all that well... Edit: ![]() Doubt this makes it any better. Edit2: ![]() ![]() Slowed it down for better viewing. New gun means new walk cycle with the gun ![]() ![]() ![]() I also changed the footing in the 3rd frame should make the walking cycle much better. I'll fix the original walk cycle with these changes and put them next to each other. Yay new walk cycle. ![]() ![]() ![]() Edited by Souly - 17 September 2007 at 5:49am |
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Setzer
Commander ![]() ![]() Joined: 18 December 2016 Location: United States Online Status: Offline Posts: 780 |
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Souly I f**king love the main character. I feel your boss really needs a few more walking frames, though, maybe point his face away from the viewer, he sort of walks really weird right now, not looking where he's going or anything.
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Souly
Commander ![]() ![]() Joined: 13 December 2020 Online Status: Offline Posts: 2451 |
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I've got someone helping me with the storyline, so here's what he's come up with so far.
Backstory: Long ago, during the time known as the information age, humanity attempted to grow closer together in the bonds of friendship. However as the earth's dwindling supply of non-renewable fuels and energy sources, the nations of the world fought amongst themselves to gain the last remaining sources of energy to keep their electricity-driven economies going. By 2050AD, despite desperate attempts to seek a replacement of the old energy sources, the world was on the brink of an energy crisis. The more desperate people grew, the more they put aside their differences to work to solve their common problem. Finally, there was hope. A UN special task force was able to put together a viable alternative fuel source; if a massive shaft could be drilled into the planet's molten innards, the resulting heat released could be harnessed into energy enough to power the earth fifteen times over. The nations of the world came together in a new spirit of co-operation, powered by desperation and the spectre of doom should they fail. Having expended the very last fossil fuel reserves on earth to do so, the massive thermal bore began operation in 2061, and once again, there was enough energy for all. However, as the energy crisis faded, the need for co-operation faded as well, and humans began to fight amongst themselves once again. As the conflicts once again intensified, the nations made one last agreement: No one nation would be able to destroy humanity's lifeblood: the bore would be kept as neutral ground, and to ensure it stayed that way, a fortress was built over it, one maintained not by humans, but by machines. The fortress was built around a massive automated defence AI, known as "godfather", it controlled the thermal bore and all of it's facilities. This central computer was given it's own production facilities, and ordered to protect the borehole. Over the years, Godfather built a huge ring of defences around the central complex and the borehole. The entire structure became so big, that Godfather and the humans simply began referring to it as "the city". As the years passed, many attempts were made by the huamns to conquer the borehole and the city over it, all of them failed, but Godfather began to notice a disturbing trend; the human weapons were advancing, growing in effectiveness with every attack. Godfather attempted to develop new weapons of his own, but found that the combined duties of defending the city, controlling production and developing new weaponry was too much for even his formidable computing power. Godfather came up with a solution quickly. He constructed two copies of himself, in smaller bodies; Lectro, the ultimate fighting android, to defend the city, Grimm, to develop more effective weapons and defences and Sxullz, specializing in appropriating raw materials and turning them into new members of a growing android defence force, patterned after creatures of human myth. For many years, this new arrangement worked well, damage from human assaults on the city was reduced to a minimum, until one day... The power cut out... Game Story: Prologue: Turbine Complex This stage serves as a tutorial, Lectro starts with all of his weapons. Lectro is ordered by Godfather to find the source of the power outage by descending into the bowels of the city and into the borehole. After learning basic movement controls, Lectro is confronted by a group of "skeleton" attack bots, which attack him on sight. After dispatching them easily, he questions why supposedly friendly bots would attack him. Godfather reassures him that they were merely rogues. Lectro makes it to the turbine which produces the energy from the borehole, as he inspects it, he realizes nothing is wrong. That is when Sxullz and Grimm appear and attack Lectro. Confused, Lectro is no match and is quickly defeated. Being left for dead, Lectro is tossed into the sea, but not before he learns from Sxullz and Grimm's conversation that they were under orders from Godfather to get rid of Lectro... Stage 1: Argendhal Lectro is washed ashore and his circuits dry enough to allow him to move again. He attempts to regain his bearings, but since he cannot find any reference points, he concludes that he is very far away from the city. After looking for (and finding) a source of thermal emissions, Lectro finds the town of Argendhal, which is under attack by Godfather's bots. Lectro surmises that Godfather was not satisfied with Grimm and Sxullz's measures and has ordered his troops to ensure Lectro's total destruction. Lectro finds that all his weapons have been lost and realizes the he must save the town so that he may be able to find replacement weapons. After he does so, the grateful townsfolk reveal to him that Godfather's bots have been seen elsewhere, and that without the energy provided by the city, human weapons are useless against them. The townsfolk also give Lectro his basic [plasma pistol] weapon, which had been found washed up on the coast. Finally, Lectro learns that when the city was built, the 8 nations which contributed to construction were each given a keycode. When all 8 key codes are brought together, they de-activate the city's defence systems. Lectro now has an objective; find all 8 keycodes so he can shut down and repair the Godfather AI. Stage 2: Vittorium The first of these countries is the naval power of Vittorium. When Lectro enters, he is mistaken for a soldier of a hostile power, Carminium. Because of this, he is constantly attacked by Vittorian minion soldiers. Discovering that Vittorium's keycode is on display in a museum, Lectro fights his way into the museum, recovering his [autocannon] weapon (which had been found and mistakenly identified as an artifact) and the keycode. Stage 3: Mapalyph The country of Mapalyph has been completely overrun by Godfather's forces, who are actively looking for the keycode. Lectro has to recover his [EM sensors] from the riverbank at the end of the level before backtracking in a cutscene and using the sensors to find the keycode. Stage 4: Armendal The once proud country of Armendal is nothing but a blasted wasteland now. Lectro muses on the flaws in human nature before moving on to discover that Godfather's forces are combing the area to find the long-gone nation's keycode. Lectro has to use his EM sensors to find the keycode as well as his [flamethrower]. |
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Souly
Commander ![]() ![]() Joined: 13 December 2020 Online Status: Offline Posts: 2451 |
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![]() ![]() ![]() Update on the shooting animation. Edit: Slowed it down. Edit2:Changed the 3rd frame, the recoil was too fast. ![]() If I was to go with the current storyline then I guess he would be a prototype for a new version of Lectro. Which God father created to protect himself from Lectro. UPDATE! ![]() ![]() ![]() He can run and shoot now. :D This was the hardest animation up to this point. Edit: Fixed some errors with the laser. Edit2: Realized the flash on the face wasn't in the run and shoot. ![]() ![]() Also, worked on a new looking up animation since there is a new gun. Decided he should look straight up. Edited by Souly - 18 September 2007 at 12:43am |
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Aleiav
Commander ![]() ![]() Joined: 08 April 2016 Online Status: Offline Posts: 2380 |
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Let me just say that your little skeleton is adorable. <3
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M.E.
Commander ![]() ![]() Joined: 26 February 2007 Online Status: Offline Posts: 430 |
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Hi Souly,
You are fast! Love the style! As for a programmer. My coding will probably not do justice to your game and I'm tied up in my own game. My suggestion would be to team up with someone from a programmer board. Console programmers will be tied up mostly themselves so I would suggest one of the desktop system languages boards. Maybe even game maker boards? Some of them are listed here Here are some as well but you have to scan for it yourself (It includes PJ as well) http://forums.indiegamer.com/archive/index.php/t-8872.html Good luck with your project! Best regards from M.E. |
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KunstStukken.nl M.E. Art
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Souly
Commander ![]() ![]() Joined: 13 December 2020 Online Status: Offline Posts: 2451 |
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Fixed the smoke.
![]() Brand new mockup! :D ![]() I don't think the colors match the them too well but I think it's a step in the right direction. ![]() Made up a tile set for this scene. Edited by Souly - 19 September 2007 at 3:17am |
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zennext
Seaman ![]() ![]() Joined: 16 September 2007 Online Status: Offline Posts: 10 |
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Excellent, I love the character and the enemies. I also like the cave mockup you did. I really hope you find a good programmer to make this.
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Souly
Commander ![]() ![]() Joined: 13 December 2020 Online Status: Offline Posts: 2451 |
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No updates in a while.
![]() Decided to start making some character portraits. Edit:New mockup with some new tiles. :D I couldn't think of anything original for the spikes... The cave ceiling probably seems too low but that's just because this is just a pathway down further into the cave. ![]() ![]() Tileset. Edited by Souly - 24 September 2007 at 2:01am |
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Blueberry_pie
Rear Admiral ![]() ![]() Joined: 24 July 2015 Online Status: Offline Posts: 2176 |
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Fscking sweet dude. Although I'm not really digging the dithered transition from the cave walls to the sky. I was thinking something along the lines of this would be better:
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Souly
Commander ![]() ![]() Joined: 13 December 2020 Online Status: Offline Posts: 2451 |
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Alright I have two coders working on demos for me.
Here's what they have made so far. And because of the demos I have realized something major wrong with the jump animation. They are just realtime examples of Lectro moving around. The first one is just flat land so I could see the movement. The second one has some terrain but the tiles have to be updated. kronoman: http://aiongate.com/terra/lectro/demo1.zip Move: Left, Right Jump: Up LazyCow: http://aiongate.com/terra/lectro/demo2.zip Move: Left, Right Jump: Ctrl Edited by Souly - 24 September 2007 at 2:02pm |
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Metaru
Commander ![]() ![]() Joined: 03 February 2020 Online Status: Offline Posts: 3305 |
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i prefer the engine of the first one, as the second one seems to be a bit buggy(specially when jumping)
should lectro be able to duck?
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I ate leel's babies
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Souly
Commander ![]() ![]() Joined: 13 December 2020 Online Status: Offline Posts: 2451 |
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![]() Anyone care for some more portraits. |
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Souly
Commander ![]() ![]() Joined: 13 December 2020 Online Status: Offline Posts: 2451 |
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![]() Turn animation, which will happen when you interact with an item. ![]() Also tried making a buried animation for one of the Midget Zombies. ![]() Too pink? ![]() ![]() Better? I really didn't like the blue sky... And that horrible dither for the sky to ground... ![]() Created a shooting up animation. (Which I uploaded to the gallery) ![]() ![]() ![]() Anyways, I was thinking that the tiles really didn't really feel like cavestory so I tried what pixel did with their tiles. Edit: fixed some repetitive issues. Edit2: more repetitive issues. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Tiled it for ya. Example: ![]() The current mockup. :B ![]() ![]() Also, used his rock palette just so that I could compare the two. |
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Souly
Commander ![]() ![]() Joined: 13 December 2020 Online Status: Offline Posts: 2451 |
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![]() ![]() Tried adding a door down at the bottom, don't know if I should try and make a door. Or just leave it black. Edit: added the bigger blocks. Created a bunch of blocks. ![]() Edited by Souly - 05 October 2007 at 2:46am |
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Larwick
Commander ![]() ![]() Joined: 18 July 2024 Online Status: Offline Posts: 4015 |
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Might be a nice idea to add some texture coming from the door along the back wall in some way. Although i dunno how it would work with the style and shizz. Great work so far tho, keep it up. :)
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Souly
Commander ![]() ![]() Joined: 13 December 2020 Online Status: Offline Posts: 2451 |
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![]() Started not liking the purple. |
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Monkey 'o Doom
Commander ![]() ![]() Joined: 24 September 2005 Online Status: Offline Posts: 2994 |
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The new palette is awesome but would look even BETTER if you added a few dark green mossy clingy plants to accent the green highlights.
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Souly
Commander ![]() ![]() Joined: 13 December 2020 Online Status: Offline Posts: 2451 |
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![]() ![]() ![]() Brought back the purple, gave the pillars some contrast. Edit: Went back to the greenish version instead. Edit2: Realized the background was still a light purple.. Edited by Souly - 05 October 2007 at 10:27am |
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Souly
Commander ![]() ![]() Joined: 13 December 2020 Online Status: Offline Posts: 2451 |
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Anyways, much like cavestory a lot of the impacts are going to be particle effects using this explosion animation I made.
![]() Used a couple references on the cloud dissapearing, cavestory was one of them (obviously) |
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PeaCe
Seaman ![]() Joined: 07 October 2007 Online Status: Offline Posts: 3 |
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do u see the explosions of the underside game ?
http://www.superfundungeonrun.com/insignificantstudios/preview.php plz say me where is the refrences about cloud dissappearing - thx ![]() Edited by PeaCe - 08 October 2007 at 10:31am |
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Souly
Commander ![]() ![]() Joined: 13 December 2020 Online Status: Offline Posts: 2451 |
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I don't quite get what you're saying.
Are you accusing me of ripping them off? Or are you saying I should take some pointers from Underside? |
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eghost
Midshipman ![]() ![]() Joined: 19 June 2018 Location: United States Online Status: Offline Posts: 99 |
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Seriously stylish stuff Souly... Can't wait to play... |
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Souly
Commander ![]() ![]() Joined: 13 December 2020 Online Status: Offline Posts: 2451 |
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![]() I'll be making two seperate flame animations. Cause right now it looks a little repeatitive. Edited by Souly - 08 October 2007 at 2:31pm |
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Souly
Commander ![]() ![]() Joined: 13 December 2020 Online Status: Offline Posts: 2451 |
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Monkey 'o Doom
Commander ![]() ![]() Joined: 24 September 2005 Online Status: Offline Posts: 2994 |
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WOW. I love the new rock palette. It adds so much vibrancy and life! <3
Though the green highlights on the blocks still mess with me. Tie the palettes into each other; objects that near to each other reflect light onto the other and tend to make themselves look more similar in hue where they're near. Also they share a lightsource; highlights especially should look closer in color between blocks and rocks. Also, why are there 2px blocks in the door outline? Is it a motif you'll have in some more architecture, like little (victorian? My architecture knowledge is limited at best) flourishes or something? I do like that idea.
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Souly
Commander ![]() ![]() Joined: 13 December 2020 Online Status: Offline Posts: 2451 |
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![]() :D Indigo pointed out that the background was clashing with the foreground. They were too similar in colors. As for the tiles, I play around with them everytime I start updating, so once I find one I like I'll change it. :B |
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Souly
Commander ![]() ![]() Joined: 13 December 2020 Online Status: Offline Posts: 2451 |
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![]() Some small scientists. |
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Souly
Commander ![]() ![]() Joined: 13 December 2020 Online Status: Offline Posts: 2451 |
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Yep, double post.
Going to bed and I'm too lazy to edit the other post. Anyways, I finished the day with a new update. ![]() Big robot guy. Started working on a larger scaled boss. So far I've only got his head made. ![]() Edited by Souly - 11 October 2007 at 5:23am |
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jh-pixelzzz
Seaman ![]() ![]() Joined: 09 July 2007 Online Status: Offline Posts: 37 |
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I'm following this topic from the beginning but never posted anything, I do see you're making progress and you're characters are great, keep up the good work! if the game is ready I want to play it but think before start scripting cause if you don't know how it will need to look ( intro, stuff between levels, conversations, ... ) you will have to work double. Edited by jh-pixelzzz - 11 October 2007 at 10:00am |
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