Jump to content
A 2021 backup has been restored. Forums are closed and work in progress. Join our Discord server for more updates! ×
SoaH City Message Board

Highwire4

Members
  • Posts

    386
  • Joined

  • Last visited

  • Days Won

    22

Posts posted by Highwire4

  1. I remember it before it even got on spriters resource back when Mystical Forest Zone actually had a community. I used to be part of said community and remember seeing skylight's sheet slowly come together and eventually get submitted to the MFZ site. I think he had a game too that used those sprites, was actually pretty good. Can't remember what it was called though.

    So yeah Neo_Fire I hope you're properly crediting everyone for the pixel art cause I haven't seen a single original sprite in your game yet.

  2. I think what Stardust is attempting to say is that the foreground and background tiles look too similar and should have a little variation between them. It honestly just looks like a darken filter was slapped over the background tiles to make them fall back into space rather than manually adjusting the color pallet and shading to achieve this instead. There are a few ways to go about making the background fall back more into space and making the foreground more pronounced. You could change the pattern of the background tile completely to something less visually busy and change the color pallet to make it darker. You could also change the color pallet to accommodate a lesser number of shades than the foreground and adjust the shading accordingly which might actually be the quicker and easier option since its kind of like down grading a sprite. Every graphic in my indie game has to have a drastic lighting change and I've found that method to be the most effective and visually pleasing. Its up to you though.

    As for the performance issue...Maybe change the snow fall tile to a larger size so the engine doesn't have to manage so many at once? Like from 32x32 to 128x128?

    • Like 1
  3. Sad days. RIP non-hazard suit Beta. lol, but It's looking really good so far and I really like the look of the text-boxes even though it's simple. Good job! (Maybe suit-less Beta will be unlockable? I know that she'll occasionally not have the suit on, but my preference is no suit ever)

    I'm sad about the hazmat suit too, I like her previous design way more than this but it just doesn't fit in with the setting of the game anymore and had to be changed. Her suit design is rushed right now just to meet deadlines for school (I have to have a very short but quality demo done in like 2 weeks sooooo decisions had to be made) but I will go back and make it more visually appealing and unique and cool looking when I have the time so she actually has character and charm rather than a faceless suit. I've entertained the idea of having her suitless as an unlockable for beating the game, but that's a decision I'll make near the end of development. Thanks though on the text boxes, I made them on the fly in like 15 seconds lol

    • Like 1
  4. bandicam_2014_05_07_16_13_58_012.png

    So scripted events are now a thing. Most of the first introductory sequence works the way its supposed to. It just needs proper dialog and it'll be done.

    The neat thing about it is that it only progresses when you want and doesn't take control away from you while an event is happening.

    Also behold Beta's new hazmat suit. There will be moments where she has it off but she'll be wearing it for most of the game.

    Geez this game has changed so much I should really just make a whole new thread for it or something shouldn't I....yeeeah probably.

    • Like 4
  5. Depending on development of my game goes, I might actually have time available for something like this and it'd be pretty nice to work on something else for a little bit, even if its just for one level or so. I won't know for sure about this for another 2-3 weeks though. How traditional is the level design going be? It sounds like its following S3&K's level formula with a little bit of co-op thrown in. 

  6. ZzCkEtp.png

    @Highwire4 Is this better? Also, yes, that's exactly what he's supposed to be.

    yup. I still think you should change the color of the tiles to something with a bit more character than MS Paint cyan. Maybe slightly purple-blue for the tiles and have a slightly red-purple sky? I dunno, its just too generic of a color in my eyes but thats up to you.

  7. sOnsdHC.png

    M̠͔̙̘̥̻͖͟o͚̬͓r͓̬̪̖̻͈ḙ̲̮̦̦͞ p̗̯͔͍̖̕r̪o͚͉͉gr͔̖e҉s̮̭s̳͇̜̦͠.̥̦͍͎̮̮

    Those colors are pretty flat and don't create a lot of depth in the scene. Your background tiles should be a different color than your foreground tiles so that players can tell the difference between the two. They should also be a different color than the character so they don't blend in with the background. 

    What is the character even supposed to be like what a puff ball? With a santa hat?

  8. Welp I've been messing around with the HUD while I get the game levels built and this is something I've kinda settled on.

    bandicam_2014_04_26_22_01_44_756.png

    I've made the hearts bigger and gave them shading to make them stand out and I've changed the way the weapon selection is shown. Every time you get a new gun a new icon will appear up top. If it requires ammo it'll have a percentage next to it (which isn't shown in this screen shot) that displays how much each weapon has. The symbol for the weapon will light up and shine when selected, like how the green one is now.

    I've also taken out the pick  up/carry icon out of the mix and instead assigned it to a seperate button entirely for the sake of simplicity.

    Does this look better compared to last time?

     

    Also just as a side note, Lost Adventure is finally up on IndieDB and GameJolt so if you missed out on it you can get it there.

    • Like 2
  9. So that's how you do it. Yeah there's gotta be a simpler way of doing it that doesn't require 30 plus layers, especially if the game already has 5-10 layers to begin with.

    I believe it could be done in a much more simple and elegant way: by using fastloop at start of frame to setup parallax pieces' values. I actually am going to try to do that.

    Do be kind and let us know if it works please.

  10. THANK GOD SOMEONE ACTUALLY KNOWS WHAT A PERSPECTIVE IS.

    I mean for real, you're like the only person (beside me) who's making a fangame and understands that water surface should be viewed from below when you are underwater.

    I think the reason most people don't end up including this in their game is less about not knowing what perspective is and more about not knowing how to actually create that kind of effect. Like seriously how do you even make that happen.

    • Like 4
  11. mountainbg20_zps531f1c86.png

    comments?

    I really like how there is a kind of depth of field going on with this. I'd have to say that the colors are what need to be worked on. The vibrancy of the ocean really throws off the whole thing and I think that the colors of the greenery in the distance and closer to the foreground should be the same. Other than that it looks great.

     

    Well I think it's time I posted something regarding 8-bit remake so people don't think it's dead

     

    I made the bridge pieces bigger so it's easier to stand on the falling pieces. (Ignore the piece that's sticking halfway through the wall)

    attachicon.gifbridge.png

    and a quick mock up of the new tiles I've been creating. (I would appreciate some feedback with these tiles, and if I should have the player stay behind them or not)

    attachicon.gifgrass.png

    Well...I personally wouldn't make grassy that...odd looking but if thats what you're using make the characters stand behind the grass, they look like they're clipping through the ground right now.

    Also just as a side note, I'd suggest going for a different grass design. The one you have right now covers too much of the character and is't very clear about where the actual platform surface is. It doesn't look like you should be able to stand on it honestly.

     

    2885so5.png

     

    2csc2a9.png

     

    s1ri8x.png

     

    Silver Gear: a new game non-sonic based, its more like a mixture of Shantae, Metroid, LoZ and Cave Story with a little of Megaman, its not based in Robots the only robot is that silver skinned girl called MAI (Multipropose Artificial Inteligence) and there are monsters like demon girls, werewolfs, and animal-based humanoids its my very first own creation, this screens doesnt represents how the game will look and play at the end

     

     

    And more recreations pics here this time a pic showing some badnicks

     

    2lxhu2w.jpg

     

    note that they could change if i see they dont fit for the level or something like that so they arent the final ones, and also im working on a classic tilesets for a Sonic Realm of Chaos level in classic mode

    Its pretty cool to see yet another person on here making an original game, and yours sounds pretty cool. While I do think your protagonist looks pretty cool, something about her design bothers me though. Something about it feels visually unbalanced. It could be that maybe shes a little too top heavy, or the uneven distribution of visual information across her figure (having small and more complex shapes going on in her shoes than compared to the rest of her along with yellow only appearing on that part of her body while she's rather monotone everywhere else for example.). The sprites you've made though are very nice and I'd love to see what they look like animated.

    The sonic recreations enemies look nice as well, though I'm not sure how the tanks are supposed to fit on a 2D surface given their perspective.

  12. cbbosses_zps8c9e6231.png

    I have been working on boss sprites. The colors may change.

    Good lord those are awesome. I love the shapes you have going on with these and the overall designs are pretty effective. They convey their in-game function very well. The only one that looks weird to me is the one on the right. It looks like a mashed together mess of just stuff and other robots and stuff which may or may not be intentional, but it looks the most confusing and vague in function out of all of them. As for sprite quality god damn they're awesome, very well done. I like the vivid colors as well.

    • Like 1
  13. Sorry for double post. D:

     

    Edit:

     

    I tried to make a mock-up of what will be the first stage. =P

     

    Untitled_6.png?1397790538

    Since you updated with something rather substantial relating to game dev progress it doesn't count as a double post so no worries. 

    Also holy crup that looks awesome. Sonic actually fits really nicely into the sprite based background. This is actually reminding me of Sonic Rush now that I think about it, and thats pretty awesome. 

    A few things you may want to get sorted before you make the final version for this to unify some of the visual elements. You've got two totally different palm trees going on there, which I'm sure you're aware of, but you'll want to have things like that look similar. 

    Also nice HUD, I'm diggin that new boost bar.

    Nice job on the mock up man, I hope the game actually looks this good in the final release.

    • Like 1
  14. Oh wow, this is actually pretty cool. Its kinda refreshing to see a fan game feature characters that are other wise ignored AND bringing in completely original mechanics at the same time. I watched all of the game play videos and I think you guys have done a great job on it. A few of the mechanics were pretty interesting too and I liked how each character did play differently than the others, it kept things fresh and interesting. The only thing I saw that left me a little concerned was that I couldn't tell how much health the player had. I don't know if I was just blind and didn't see a bar or number or something but I'm not sure how you're supposed to know how close you are to dieing.

    As for looking for a place to upload it there are a few places you can upload something large like that, at least in terms of english websites. I'm not aware of any big japanese file hosting sites so I can't help you there, but for english sites I recommend either www.mediafire.com or mega.co.nz  since I think they are rather flexible. I'd love to play this sometime though, possibly lets play it. 

  15. Looks awesome so far Highwire. That whole animation thing is a little ambitious, I wish you the best of luck but so far that sketch looks great. I feel like HUD could be a bit more apparent. Maybe make it a bit bigger or change its color to make it pop more or stylize it?

    Thanks man! The animated cutscenes are going to be very minimal, basically just a static picture like the sketch up above. I guess the ambitious part of it would come into coloring it but eh.

    I'm not fond of the HUD right now either. It doesn't draw enough attention to itself right now. I'm going to try out a few things (making the hearts bigger, have the weapon slots spread out next to each other super metroid style rather than just a single graphic, etc) so we'll see how it goes. As for making it bigger, the game needs a good amount of screen space to show as much of the level as possible. This is necessary due to the game being a puzzle game and it helps if you can see most or all of the puzzle onscreen, but I'll see what I can do.

     

    Whoa man, this is looking pretty good, it doesn't look like the game I tested a while back.

    Keep it up man, you're doing good!

     

    Also, if I was you, you should tone down the story, I can't handle so much plot and all of those words man.

    Its basically completely different from the game you played a few months ago. Its gone over a complete overhaul in the past week and its been for the better. But thanks man lol.

     

    Nothing like some beta graphics to make a game feel like it's actually progressing. Looks great to me.

     

     

    Her hair and posture is looking way more natural, but something is still bothering me about the way she holds that gun. Like it's too casual a pose for its position and size.

    Thanks man! As for the gun, its literally floating over her sprite for now and its definitely the most derpiest fucking thing I've ever seen. God you should see it when it aims in different directions the thing basically windmills like crazy its hilarious.

    Its not passable for the final game or even a demo but its code is a precursor to something better down the line. It works, and thats what matters right now, but I will work on making it well....work lol.

    As for her.. well, thats not really relevant anymore. I'm giving her a specialized hazard suit that she'll wear throughout the whole game. This is to solve various design issues with her that I don't have time to solve (her hair doesn't work in a 2d space, she'd be an orange blob if she started walking left for example) so fuck it I'm giving her a suit to cover up the design flaws and it fits better with the new story. The sprites and design isn't totally trashed though, maybe she'll pull a samus at the end and take off her suit and pose or something.

    But yeah I'll work on the poses and designs and stuff.

  16. Been getting loads of work done on Project Estate. Everything is very much a work in progress.

    bandicam_2014_04_17_18_51_39_863.png  bandicam_2014_04_17_18_53_17_859.png

    Whole bunch of new stuff in this. I'll let you infer upon what's what.

     

    I've started sketching cutscenes too: 

    bandicam_2014_04_17_18_54_38_359.png

    They'll be single shot frames with subtle animation in them (like the helicopter blades spinning for example.) in a style similar to cutscenes on old snes and genesis games. I'm doing it this way to save dev time and get to the game as soon as possible with just a basic introduction. 

    Feedback would be cool.

    • Like 5
  17. bandicam_2014_04_14_17_14_01_875.png

    bandicam_2014_04_14_17_14_18_301.png

    Stuff from Project ESTATE. The game has undergone a complete overhaul lately in terms of story, setting, and gameplay and I'm finally a little comfortable to start showing more of it off. None of the colors here are final, along with the shading. I've been pumping out beta graphics for my 2D game graphics class which is what these are for, so I'm going for quantity over quality right now. I'll touch em up later, for now, I'm just happy to have graphics of some kind. And yes there is a new mechanic in these screenshots.

    • Like 7
  18. Its looking alright so far. The HUD still kinda bothers me though, specifically the bar on the bottom and the placement of the score and lives.

    I think your placement of the bar on the bottom is fine, but its the chaos emerald bar thing above it that I'm not liking too much. There's an awful lot of unneeded empty space separating the two bars from each other which pushes the emerald's bar a bit too much into the middle space of the frame. Its pushed up even further due to its visual design which also adds a lot of unnecessary visual information to the frame in my opinion. The large gap between the two bars kind of makes both bars vague as to what their use is, I mean are they separate bars that gauge different things? Is the Chaos Emerald bar not even a bar at all and is instead some kind of visual item equip that has nothing to do with the bottom bar? Or is the bottom bar part of the top bar? I don't know and I probably wouldn't know unless the game told me. I'd focus on streamlining your HUD and take away visual flair and stylized graphics in favor of clearer information.

     

    As for the score counter and lives counter, their placement kind of creates a frame for the game and makes the middle of the frame a focal point as a result due to the visual balance you have going on for each side of the screen. While that's nice and all, I don't think this kind of orientation works for this kind of game. In a fast paced precision platformer like sonic, you'll want as little distracting elements fighting for the player's attention as possible and you'll want the important information oriented in a way that the player can just glance at it once without much consequence. The way you have your HUD oriented at the moment requires the player to kind of "search" around the screen a little bit or basically they have to divert their attention away from the game more than once to find the information they want to see since its now divided up to the two opposite sides of the screen, meaning they're going to be spending more time looking at the HUD than they probably should be. This also makes it feel slightly cluttered and could be distracting given the situation. This kind of HUD would work well for an MMO, strategy, or simulation game where grouping similar player options to one side of a screen makes sense since it helps mentally divide up mechanics and information and feels more organized to the player, making it easier for them to manage various things.  I suggest moving them over to the left side of the screen with the time counter and ring counter. 

    I think your counters suffer from the same visual problem that the Chaos Emerald bar did in that there seems to be this focus on visual flair and stylized graphics over functionality. I think each counter's independent graphic takes up a bit too much space and reaches a bit too much into the middle of the frame. Looking at how much screen space they take up I can see why you put the score and lives on the other side of the screen since they just wouldn't fit all together on one side in their current state. I suggest trimming the fat off of the graphics and streamlining the HUD even further. With a HUD the most important thing for it to do is to convey specific information efficiently and quickly without distracting from the main game, so put the flashy HUD graphics to a minimum.

     

    As for the stylized look of the HUD graphics, they do look quiet cool and I think that they would work out very well if the game's resolution were bigger, but the screen resolution is just too small for HUD graphics that big. Sorry about the long critique, I hope I'm not coming off as overly critical.

    Good progress on everything you've done so far though.

  19. Yeah after that Nin Direct I'm convinced this is going to be the best smash so far. I'm especially curious about custom move sets and the hint at cross-platform play. Greninja seems like an odd choice to bring in but he looks fun to play so I've got no problems with him.

    Also good lord is Zero suit samus beyond shiny like good lord she's just as shiny as sonic was in SA1 and he was basically a dinner plate. 

×
×
  • Create New...