In response to Atol Soldier
You may want to add some variation on the side of the cliff. Or at least some shading displaying the depth.
In response to Atol Soldier
Sorry, the cliff was bothering me.

Is that cliff supposed to be on the side of another cliff?

If not, it seems like the shading could use a lot of adjustment.
In response to Lummox JR
That's a new:old comparison.
Shadows along the inside corner of where the horizontal floor meets the vertical wall can help a lot with the perception of depth and perception of how the different surfaces are oriented.

You should try this with your cliffs.
In response to Bravo1
Bravo1 wrote:
Turns out it wasn't nearly as difficult as I expected. I just made sure to track the angle and then, instead of using transforms, I made sure to adjust the pixel_x/y of the weapon to match.

Well, that's the boring way of doing it. :( Probably a bit more efficient, though, depending on how exactly you're approaching it.


Tony Hawk's Pro Robot


@Popisfizzy

I remembered why I used pixel offsets in the first place: I was having issues with animating the transform with rotating, scaling, and translating, which was causing some crazy flipping during animations. Removing the translation in favor of manually doing it with pixel offsets allows me to do a bit more with it visually without having to worry about those strange interpolations that animate() manages to come up with on occasion.
In response to Exentriks Gaming
We've actually reworked the dialog since that clip. We looked back and just thought it read like a terrible anime. The story is meant to seem pretty vague and generic from the start, yes, but don't worry - we have fleshed out a pretty interesting world, I think!

What you should take from Severed World is that it's not a very serious game, and that manifests itself in the game's story and the overall lighthearted setting. Think something between "Undertale" and "Chrono Trigger" in terms of style.
In response to Doohl
So it's not super dark DX?
In response to Doohl
undertale was pretty dark. Don't know how everyone else took it but it was pretty dark.

Excited to see what you guys got.
In response to Bravo1
Bravo1 wrote:


Tony Hawk's Pro Robot


@Popisfizzy

I remembered why I used pixel offsets in the first place: I was having issues with animating the transform with rotating, scaling, and translating, which was causing some crazy flipping during animations. Removing the translation in favor of manually doing it with pixel offsets allows me to do a bit more with it visually without having to worry about those strange interpolations that animate() manages to come up with on occasion.

Love the bounce/suspension effect I think I'm seeing. Looks really great and has some big RC'ish appeal to it although I'm not sure if you're going for that or not.
In response to Bravo1
Hills that we wont be able to climb/slide down if we try to go up it. (in a place that has a low ceiling so we cant ultra jump our way into the area). Forcing us to take another path and eventually finding a secret area with secret goodies and sliding down the hill to bring us back.



Among hours of refining the ramps to not look ridiculous when driving over them, I managed to tweak the lights to fluctuate as bit.

I've also added an animation that gives a visual indication of when you've finished charging your weapon.

There's various other things I worked on, but nothing that was really visual.
m y s t e r y p r o j e c t
My first attempt at ever doing animal pixel-art, well actually trying. It's my attempt at a Velociraptor for Extinction II.

Obviously I'm going to continue working on it, but again first attempt.

The perspective is all sorts of wrong. There is no depth of field whatsoever. Line art could use some work, specially at the tail.
depth of field

Uh...
In response to Ter13
Ter13 wrote:
depth of field

Uh...

I lol'd
So, like anyone got pointers on what I should do?
In response to Manio
well the tail of a velociraptor should be straighter while standing still not pointed in the air but not bad. Also not much shading is a little simple but seeing ur screenshots it matches ur base so im guessing ur staying a little simplistic cause ur doing all ur art ur self.
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