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Full Version: Koh's New Sprite Joint
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Gotta make me a new home. These graphics aren't new, and are going to be replaced as mentioned in the previous pages of the older thread, but I wanted to try out a sweet program Lexou Duck linked me to to capture GIF video, GifCam.

[Image: WoCJoL1_zps112f29e9.gif]

Quite nice indeed. Thanks for the reference! I can use this to show how things animate in the world when I get there with my other projects, without having to make a Youtube Video.
I'd love to see that full walk cycle without the background and stuff. It looks pretty smooth!
the dirt seems too orange-y, and I'd place the camera more raised. Half of the screen is just dirt and I think it's kinda bad.
The HUD also seems unnecessarily large, and paired with what Gors said, leaves only a small amount of the screen to really focus on, which is hard to do because the rest of it's so distracting. Artwork itself looks good though.
(07-06-2014, 04:50 PM)Dazz Wrote: [ -> ]I'd love to see that full walk cycle without the background and stuff. It looks pretty smooth!
These sprites specifically no longer used, but here it is: [Image: KohWalk_zps15975e8e.gif]

(07-06-2014, 05:03 PM)Gors Wrote: [ -> ]the dirt seems too orange-y, and I'd place the camera more raised. Half of the screen is just dirt and I think it's kinda bad.
That's probably been resolved with the new graphics. As for the camera, what happened there was he wasn't at the bottom of the room. The player is kept near the center of the screen if they aren't near the edge of the room, so they don't end up hitting something they couldn't see ahead of time.

(07-06-2014, 05:27 PM)Gwen Wrote: [ -> ]The HUD also seems unnecessarily large, and paired with what Gors said, leaves only a small amount of the screen to really focus on, which is hard to do because the rest of it's so distracting. Artwork itself looks good though.
This is also being compromised. To cut some pieces off, I figured some things would be better off scrolled in and displayed during a time interval, such as Experience and Pixels, and then leave the screen, since they really don't need to be displayed at all times.
I noticed the player in that clip is a human, but your avatar and a bunch of previous sprites are foxes. Does this game involve transformation? Also, what are you programming it in?
(07-07-2014, 09:16 AM)Midi Wrote: [ -> ]I noticed the player in that clip is a human, but your avatar and a bunch of previous sprites are foxes. Does this game involve transformation? Also, what are you programming it in?
Nah, the worlds have toon races and human races. I use Game Maker 8.1 (the paid edition).
The face in the top left reminds me a lot about Sora from the Kingdom Hearts series.
It's the grin and the hair. A closed mouth smile would end that comparison.
(07-07-2014, 10:13 AM)Koh Wrote: [ -> ]
(07-07-2014, 09:16 AM)Midi Wrote: [ -> ]I noticed the player in that clip is a human, but your avatar and a bunch of previous sprites are foxes. Does this game involve transformation? Also, what are you programming it in?
Nah, the worlds have toon races and human races. I use Game Maker 8.1 (the paid edition).
Darn. I gave up fighting with Yoyo Games when they said my GM8 key would work with GM8.1 and it didn't. I didn't feel like paying full price for a tenth of a new version, either. Sorry. I was gonna offer to help with code.
I think I've got a buddy that works at YoYo, actually. I might get in touch about maybe seeing if they'd like to do some sort of collaboration effort on something in the future.
I'm actually fine with programming in GM; been doing it for quite a few years. What I'll actually need to look for in the future are people who can do sound effects and music, since I've no skill with either. Just using freebies until I have the means to do that, like a kickstarter campaign or something to hire a professional, or at least be able to pay a freelancer.
Digging the ground and dirt tiles(this is so funny right), super nice detailing on those. The large sprite of the character in the top left still doesn't look too great proportionally, mostly around the head area - the sprites give the sense that his head is kind of a "fat" head(better wording: "not slim") whilst his icon has a very slim head with some p tall ears.
The HUD seems like it would be fine as long as the camera were moved up - it focuses too much into the ground.
I didn't want to spend too much time on the cliffs, but you get the idea.

[Image: LTTPColorBG_zpse01ee2da.png]
I think the colours on Link are a bit eye-bleeding.
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