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Your concepts do not justify your technical application, especially the AA makes me more than curious
Well, I guess I made it kinda obvious considering I kinda said the resolution outright. Yeah, I'm kinda going for a duality sorta thing here, the water version of Elk's massive Awesomesauce. Big Grin

@Trollerskates - Thanks dude, considering the fact that I have to finish this game by next year, I'll definitely be posting updates frequently. Just finished programming a transparent version of the UI, where the icons fade out as they get further away from the center. Cute

@Bombshell - You're right, forgot about that, might as well clean it up for when I add the background. Trying to keep it all legit colors, 16 for characters (including transparency), and 24 or less for the environment.

@Cobalt Blue - But that's what gives it all the eye popping eye candy. Cry

You're right about the teeth though, to my understanding, Classic Perfect Chaos only has his bottom teeth showing. I tried to compensate for the angle however. Hmm. I guess I could focus more on the bottom teeth.

@Elk - *high fives*
Got to love all the crazy intricate anti-aliasing. xD
its just extremely redundant. and overdone as fuck.
[Image: darksoulschosen_by_alaingalvan-d7fsoj5.png]
I'm really excited for Dark Souls 2 coming out for PC on April 25th, so I've gone ahead and made a concept screenshot of what Dark Souls would be as a 2D sidescroller sword game like Nidhogg. This is still a WIP, but since dark souls is coming out already, felt like I should at least post what's done.

This is how the game would play. You would be fighting bots and other players in a PVP style battle ot the death. Bosses would include The Pinwheel Family (GiantDad, HavelMom, NakedBoy), Pyromancers, DragonBros, and of course jolly cooperation with Solaire is a must. ;D

If enough people are interested in this actually happening, I'll go ahead and start the project!
While I love it, I am seeing some flaws pretty soon after, the shoulder of the guy with the larger sword seems very off... along with the elbow attached to it.
The characters need more dynamic poses, also, there is no impact lighting coming from the bon fire
You have a good point, Level 1, but I don't think the impact lighting you mentioned would be possible if graphical limitations come to mind. It could work if this is supposed to be a static picture or a cutscene, but if this is normal gameplay, it would probably take a lot of coding to get that kind of effect.
Actually, if he's savvy enough, he could. He'd need to have normal and depth maps for the sprites. Then all it is, is using shaders and having the bon fire be a reddish-orange point light (with dynamic brightness values to represent a growing/shrinking effect).


I know some 2D games use it, buut I don't really play games that much anymore so I don't have actual game refs.

Here's some non-game references though.

https://www.youtube.com/watch?v=-D0UWzJYJl4

another one, but more subtle and with particles. I like this example better.
https://www.youtube.com/watch?v=a8uZUqIEsoI
(04-24-2014, 02:53 PM)AshuraAlchemist Wrote: [ -> ]While I love it, I am seeing some flaws pretty soon after, the shoulder of the guy with the larger sword seems very off... along with the elbow attached to it.

Agreed; your coloring is superb, but on your characters, the shapes are not as impressive. The poses are bland and the anatomy is strange, the shield on the guy on the right is also placed at an odd angle, among a few other things... The rest is very good though! (though I'm not sure the folds on the clothes are quite correct, either...)
Well, I'm guessing it looks a bit dodgy because it's a WIP?
It may be a WIP, but the characters seem pretty worked out, and there's anatomical problems amongst other things. Isn't it better to fix those now rather than finish something and have to scratch it because you didn't fix what was wrong in the first place?
Well, I agree, I was just trying to say that he still has time to fix them.
Woah, thanks for the response guys!

@AshuraAlchemist - I'll see what I can do about the elbow, since the pad should be right where the forearm changes direction.

@Level 1 / Shy Guy - in a GBA game, you wouldn't have that effect, I tried to go for those limitations. When and if I make this a game, you can expect post processing effects such as normal maps and lighting effects. You can also imagine, that since this is a game, the two actors are currently idle. I think Ill replace that with two individual poses siting by the bonfire though, and leave these sprites for the game.

@Iocus - That's the actual position of the shield in game. I'll see what I can do about it making it look more natural though. I'll take more reference shots now that I have DSII.

@Paladin / Gwen - Yeah, it's mostly fleshed out, so just posting the WIP before the finished product is out since I wanted to catch the dark souls 2 release.

For those interested in the steps it took to make it, here's a link with pictures of each iteration I went through with this sprite. Expect an update next week, after my dark souls binge is done. xD

Done, changed the colors, the way the Faraam Knight's shield arm is positioned, and finally finished detailing the background. Also did corrections to the UI after binge playing dark souls 2 for like 100 hours. Forests are a pain!

Also, click to see it in all the post-processed glory.

[Image: reborn_tree_by_alaingalvan-d60w379.png][Image: dualos_by_alaingalvan-d4ccofm.png]

Also, updated these guys. They're for my RPG that I've been on and off about. ;D
Both of the green guy's arms are distorted and mess up. The right arm's perspective is off. The leg arm looks disfigured and small. Maybe you should completely redo him? The more I look at him, the more mistakes I see. His lower body and upper body just look anatomically off.

It looks like you forgot to draw the Blue guy's sword handle.

Is it just me, or are the feet perspectives off too?
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