Lectro Mockup Madness (Beware the claw; Oct 17)
Printed From: Pixel Joint
Category: Pixel Art
Forum Name: WIP (Work In Progress)
Forum Discription: Get crits and comments on your pixel WIPs and other art too!
URL: https://pixeljoint.com/forum/forum_posts.asp?TID=4945
Printed Date: 09 September 2025 at 9:32pm
Topic: Lectro Mockup Madness (Beware the claw; Oct 17)
Posted By: Souly
Subject: Lectro Mockup Madness (Beware the claw; Oct 17)
Date Posted: 05 September 2007 at 11:10pm
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: http://aiongate.com/terra/lectro/demo1.zip - Demo 1 http://aiongate.com/terra/lectro/demo2.zip - Demo 2 http://aiongate.com/terra/lectro/demo2.zip - 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
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Replies:
Posted By: Hapiel
Date Posted: 06 September 2007 at 12:35am
Originally posted by SoulyAlright 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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Posted By: Souly
Date Posted: 06 September 2007 at 12:40am
 Decided to add some eyes, and change the frame rate.
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Posted By: Eschar
Date Posted: 06 September 2007 at 9:13am
What are those yellow things protruding from his head?
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Posted By: Souly
Date Posted: 06 September 2007 at 11:24am
Electrical prongs.
 He can look up now. :o
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Posted By: Dark Pixel
Date Posted: 06 September 2007 at 11:50am
I like this.. but it reads better when you zoom it..
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Posted By: Souly
Date Posted: 06 September 2007 at 6:30pm
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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Posted By: PixelSnader
Date Posted: 07 September 2007 at 4:18pm
thats pure
love the skelly
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Posted By: Souly
Date Posted: 08 September 2007 at 12:02pm
 Minion
 You wont like him when he gets angry.
 I call it a blip.
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Posted By: Souly
Date Posted: 10 September 2007 at 2:29am
 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.
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Posted By: Souly
Date Posted: 10 September 2007 at 2:03pm
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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Posted By: Souly
Date Posted: 10 September 2007 at 10:25pm
Triple post..

Lowered the contrast as advised by Arachne on Pixelation. Added some rough clouds, and expanded the mockup a bit.
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Posted By: Metaru
Date Posted: 11 September 2007 at 7:51am
just added that small detail to the grass so it wouldn't look so empty
------------- I ate leel's babies
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Posted By: Souly
Date Posted: 12 September 2007 at 3:43am
 Update on the trunk.
 Mafia boss
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Posted By: Di0xygen
Date Posted: 12 September 2007 at 5:29am
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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Posted By: Souly
Date Posted: 12 September 2007 at 5:20pm
 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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Posted By: Larwick
Date Posted: 12 September 2007 at 5:58pm
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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Posted By: Monkey 'o Doom
Date Posted: 12 September 2007 at 6:26pm
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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Posted By: Souly
Date Posted: 12 September 2007 at 11:26pm
 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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Posted By: Souly
Date Posted: 15 September 2007 at 5:11am
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.
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Posted By: Souly
Date Posted: 17 September 2007 at 3:32am
 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.
-> ->
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Posted By: Setzer
Date Posted: 17 September 2007 at 7:48am
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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Posted By: Souly
Date Posted: 17 September 2007 at 4:33pm
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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Posted By: Souly
Date Posted: 17 September 2007 at 10:44pm
-> -> 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.
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Posted By: Aleiav
Date Posted: 18 September 2007 at 1:19pm
Let me just say that your little skeleton is adorable. <3
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Posted By: M.E.
Date Posted: 19 September 2007 at 12:46am
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 http://hge.relishgames.com/links.html - 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 - http://forums.indiegamer.com/archive/index.php/t-8872.html
Good luck with your project!
Best regards from
M.E.
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Posted By: Souly
Date Posted: 19 September 2007 at 3:15am
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.
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Posted By: zennext
Date Posted: 19 September 2007 at 1:14pm
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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Posted By: Souly
Date Posted: 23 September 2007 at 10:48pm
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.
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Posted By: Blueberry_pie
Date Posted: 24 September 2007 at 6:30am
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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Posted By: Souly
Date Posted: 24 September 2007 at 2:00pm
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 - http://aiongate.com/terra/lectro/demo1.zip Move: Left, Right Jump: Up
LazyCow: http://aiongate.com/terra/lectro/demo2.zip - http://aiongate.com/terra/lectro/demo2.zip Move: Left, Right Jump: Ctrl
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Posted By: Metaru
Date Posted: 24 September 2007 at 2:10pm
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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Posted By: Souly
Date Posted: 25 September 2007 at 1:47am
 Anyone care for some more portraits.
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Posted By: Souly
Date Posted: 04 October 2007 at 4:55am
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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Posted By: Souly
Date Posted: 05 October 2007 at 2:39am
 ->  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. 
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Posted By: Larwick
Date Posted: 05 October 2007 at 3:32am
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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Posted By: Souly
Date Posted: 05 October 2007 at 4:50am
 Started not liking the purple.
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Posted By: Monkey 'o Doom
Date Posted: 05 October 2007 at 6:53am
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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Posted By: Souly
Date Posted: 05 October 2007 at 7:44am
-> -> 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..
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Posted By: Souly
Date Posted: 05 October 2007 at 1:06pm
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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Posted By: PeaCe
Date Posted: 08 October 2007 at 3:15am
do u see the explosions of the underside game ? http://www.superfundungeonrun.com/insignificantstudios/preview.php - http://www.superfundungeonrun.com/insignificantstudios/preview.php plz say me where is the refrences about cloud dissappearing - thx 
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Posted By: Souly
Date Posted: 08 October 2007 at 1:15pm
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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Posted By: eghost
Date Posted: 08 October 2007 at 1:24pm
Seriously stylish stuff Souly...
Can't wait to play...
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Posted By: Souly
Date Posted: 08 October 2007 at 2:31pm
 I'll be making two seperate flame animations. Cause right now it looks a little repeatitive.
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Posted By: Souly
Date Posted: 10 October 2007 at 3:12pm

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Posted By: Monkey 'o Doom
Date Posted: 10 October 2007 at 5:29pm
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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Posted By: Souly
Date Posted: 10 October 2007 at 5:41pm
 :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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Posted By: Souly
Date Posted: 11 October 2007 at 12:11am

Some small scientists.
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Posted By: Souly
Date Posted: 11 October 2007 at 2:18am
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.

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Posted By: jh-pixelzzz
Date Posted: 11 October 2007 at 9:59am
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.
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Posted By: Souly
Date Posted: 11 October 2007 at 5:18pm
I tried to give him a body.
 Larger scaled pieces are harder. I also am having a hard time thinking of good original attacks for the bosses...
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Posted By: Pixel_Outlaw
Date Posted: 11 October 2007 at 8:29pm
The linear dithering looks really nice. Love the colors too.
OK well here are two ideas for your little guy.
Attack one
puts claws infront of face and 8 energy balls swirl from his head in a fixed orbit with the radius getting bigger.
pseudo code
angle+=1
radius+=1
ballx=cos(angle)*radius
bally=sin(angle)*radius
For a second attack he could track the movement of the player then fire his claws at him using bezier curves to plot the points of the arm segment balls. The player moves at the last second to avoid getting hit.
Third attack
boss points arms strait up and 4 thick verticle beams come down.
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Posted By: Souly
Date Posted: 12 October 2007 at 3:24am
 Edited the smaller robot up a bit.
-> -> Death from above. Edit: His head was much too flat Edit2: There was a glitch happening with the body.
Time to try and animate those claws.
 Rotation
-> - Snap, trying to learn motion trails.
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Posted By: Souly
Date Posted: 12 October 2007 at 5:03pm
 Big thanks to frankiesmileshow for the help. <3
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Posted By: Souly
Date Posted: 17 October 2007 at 1:48am

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Posted By: Fuzzyleaves
Date Posted: 17 October 2007 at 8:31am
It's cool, i love your first 2 demons, 3rd don't work.
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Posted By: Souly
Date Posted: 21 October 2007 at 12:24am
Haven't gotten a chance to work on it for a while. Got rid of the wiggle and fixed up the trails a bit.
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Posted By: Souly
Date Posted: 29 October 2007 at 9:32am
-> Better? Edit: Removed the opening of the claw
Oh and since I've been using GGale I re-worked the explosion.
-> Old->New
 Started working on a new character from the same series of robots. Inspired by Robotriot's Moobot.
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