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Le Scaphandrier
#61
Right, here's an update on the tileset, plus I've added a "fog" effect (basically a dither tileset):
[Image: zhNoJ.png]
[Image: S3Uxx.png]
[Image: 1121h.png]
You may notice I've used the tiles differently from one side to the next: I wasn't sure if it were better for me to go for four bands of gradient, two bands, or using four bands in a less rigid way. I prefer the last version.
[Image: x1aIZ2e.gif]
YOU HAVE TO FEEL WHAT YOU DRAW, FEEL
[Image: shrine.gif]






Thanked by: Rökkan, Kitsu, Gwen
#62
[Image: 1D3M9.png]
first dungeon in the game!
[Image: x1aIZ2e.gif]
YOU HAVE TO FEEL WHAT YOU DRAW, FEEL
[Image: shrine.gif]






Thanked by: Proton, Gwen
#63
Is it a Sunken Submarine? I just know it is Sunken Smile

Cool, so, you're gonna start with the Dungeon, or did you start already?

Did I say I like Dungeon-Based Games? (Like TLOZ) =D
Thanked by: Chris2Balls [:B]
#64
Dude, I dig this project a lot. I like the overall style you're going for, really nice!
Thanked by: Chris2Balls [:B]
#65
(06-11-2011, 10:35 AM)Chris2Balls [:B] Wrote: Right, here's an update on the tileset, plus I've added a "fog" effect (basically a dither tileset):
[Image: zhNoJ.png]
[Image: S3Uxx.png]
[Image: 1121h.png]
You may notice I've used the tiles differently from one side to the next: I wasn't sure if it were better for me to go for four bands of gradient, two bands, or using four bands in a less rigid way. I prefer the last version.

please teach me how to do tiles

i literally do not understand how this works
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#66
[Image: 3Ep1p.png]
tileset updated with coral
[Image: kRKdC.png]
demo of coral tile blending

next objective: making submarine more "rigid" ie giving it more straight lines
[Image: x1aIZ2e.gif]
YOU HAVE TO FEEL WHAT YOU DRAW, FEEL
[Image: shrine.gif]






Thanked by: Gwen, Sengir
#67
That second tile is very lovely. Smile
[Image: sweet-capn-cakes-deltarune.gif]
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#68
I've changed the diver's palette and made a few other tweaks:
[Image: cSMRR.gif]
[Image: TJQs6.gif]
[Image: lFYgA.gif]
[Image: wtLye.gif]
I'll update with the tileset.
[Image: x1aIZ2e.gif]
YOU HAVE TO FEEL WHAT YOU DRAW, FEEL
[Image: shrine.gif]






#69
Given the underwater scenario, I think he's moving too fast / with a too high amlitude.
Thanked by: Chris2Balls [:B]
#70
I agree, he is moving quite fast.
[Image: 39NHc.gif]
[Image: C5DcN.gif]
[Image: dgDmj.gif]
[Image: xUpwD.gif]
Is this better?
[Image: x1aIZ2e.gif]
YOU HAVE TO FEEL WHAT YOU DRAW, FEEL
[Image: shrine.gif]






Thanked by: Previous, Garamonde, Gwen, Zadaben
#71
It is better, but maybe he shouldn't be swinign his arms that far as every movement is working against water pressure.
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#72
That's a good point. When I was doing the animations, I was thinking that greater movements would indicate greater effort in these circumstances... I'll experiment, either way.

I have made a mock-up of a screencap:
[Image: rDunF.png]
I've been making an engine these past few months, too. It's not finished though.
[Image: x1aIZ2e.gif]
YOU HAVE TO FEEL WHAT YOU DRAW, FEEL
[Image: shrine.gif]






#73
oh, you showed me some concept art a while ago, didn't know you made a thread till now

good stuff though, keep it up Big Grin
[Image: E3DU8rS.png]
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#74
Yeah, it's been hidden by imgur now. :I

Made a little animation:
[Image: diverlightup.gif]
I'd like that effect to trigger when you go into the darkness.

Update:
[Image: wfYqJ.png]
Isopod done. It's camouflaged, so it can surprise the player. Now for the attack animation...
[Image: x1aIZ2e.gif]
YOU HAVE TO FEEL WHAT YOU DRAW, FEEL
[Image: shrine.gif]






#75
[Image: R6Vc7.png]
Update on the mock-up.

Suits:
[Image: HdOTR.gif][Image: 70GSp.gif]
[Image: diverlightup.gif][Image: qYe7S.gif]
[Image: x1aIZ2e.gif]
YOU HAVE TO FEEL WHAT YOU DRAW, FEEL
[Image: shrine.gif]








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