CHAMBER (working title)

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Post » Wed Oct 15, 2008 1:15 am

Thank you deadye :) You're the best! The game looks awsome! Really looking forward to playing the full version, or even the next version!

I can't get the wall jump to work though... haven't got a single one right and i've tried everything.
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Post » Wed Oct 15, 2008 5:51 am

The wall jump works only with left-side shift. Keep it pressed, and when sliding down a wall, press arrow button of opposite direction from the wall.
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Post » Thu Oct 16, 2008 1:19 pm

OK opinion time.

Here is what I have come up with as far as a sprite test for the new character rework. Let me know what you guys think so I know whether to keep going or scrap it for another "method". Certain bits need to be worked on a little still because I'm not entirely happy with it, but it's complete enough you should get the idea.

Also, for the hair and the thigh band, I will be making some "particle" type objects that will flow along with the character instead of being animated by hand.

Anyway, here she is:



~Sol
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Post » Thu Oct 16, 2008 3:45 pm

OMG its not pixel art! WOOOOOOT!

Very nice!

A small suggestion,I feel that her skin is a little pinkish, i think it should be a bit more tanned...so a simple hsl shift probably. Although it depends whats in the background...and also the colour settings on my laptop might be a bit out heh
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Post » Thu Oct 16, 2008 4:06 pm

Wow, she's a hottie :D. (Of course, what should be expect from Sol)

Agreed with Dave with the skin color. Also, I think that her neck should be little longer.
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Post » Thu Oct 16, 2008 7:17 pm

Nice :D

I agree with the neck and the tan, but I think the neck might just look that way because of the collar. You might try making the collar a little thinnner and see if that works too.

Also, her left hand is bugging me a little. If she's making a fist, her thumb should be behind her knuckles. But I'm nitpicking. You should know me by now :wink:

I'm also a little worried that with the gray boots, gray armbands, gray jacket etc. that it's going to blend a little too much with the background and cause readability problems. I suppose the best way to find out would be to mock up the running sprites and do a quick test to see how it looks. And I guess the sooner the color scheme is nailed down the better, that way you won't have to recolor 100 sprites :P
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Post » Thu Oct 16, 2008 7:28 pm

w0000000t sol! you know how to pick em! bow chicka bow wow *whip cracks*
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Post » Thu Oct 16, 2008 11:56 pm

The internet is for porn?

xD

The hands were pissing me off, so I left them. Hands are not the easiest things to draw in the first place, but when they are small like that it's even harder lol. I'll fix them up properly later on. The skin is pinky probably due to my totally awesome monitor at work, with it's "worlds best" colour gamut and fully sick contrast ratio :roll:.I'll get right on that before it's too late.

deadeye, try throwing that frame in the game as a seperate object that you can just test out and see what it looks like against the background. I think the saving grace is going to be that the boots and shorts have a blue tinge to them, and the jacket is acctually a dark purple. I went straight off Dave's colour in with the colour picker. Let me know if we need to brighten them up a bit or something if they clash badly with the background. Also I guess keep in mind I have some ideas for the background as well instead of just having that plain concrete looking backdrop.

I'll also try making the collar shorter too because her neck is really a good length, but deadeye is right... it looks a little short because the collar is pretty tall. I'll drop that down a bit and see what it looks like.

Thanks for the crits and observations guys. I want her to be nice and shiny before I commit to drawing the next 59 frames of her D:

The pose I drew is not the most compelling one either, but I figured it was the best place to start in order to get a full view of how she should look overall. I think some of the other animations are going to look a little more interesting, especially the (painful) new idea I have for the handplant animation sequence.

Oh, and deadeye, can you see how she looks scaled down as well? I kinda drew her to suit 1900x1200 resolution for those people lucky enough to own a 24" monitor. I'll even be using a scaled down version of her at 1680x1050 lol. I just want to make sure that she's still going to look good in 800x600 and not too ill-defined.

/WALL OF TEXT

~Sol
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Post » Fri Oct 17, 2008 2:03 am

[quote="SoldjahBoy":bw2kdwga]deadeye, try throwing that frame in the game as a seperate object that you can just test out and see what it looks like against the background.

Oh, and deadeye, can you see how she looks scaled down as well?[/quote:bw2kdwga]

Done and done:



I'm afraid the prognosis is not good.. She's totally lost in that background. May I suggest more brownish leather on the boots/gloves/jacket, and maybe dun-colored arm wrappings?

[size=70:bw2kdwga]Oh, and I did one better and uploaded a playable version so you can mess around see for yourself. The main chick sprite has just been invisibled and the tester sprite superimposed over the top. Also includes the new super-secret ledge-climbing ability that I coded in :shock:. Oops! cat's outta the bag... But it's probably a good thing that you all can't see the chick's animation for ledge climbing anyway, it's just a scribbly stick-figure[/size:bw2kdwga] :lol:
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Post » Fri Oct 17, 2008 4:28 am

Yeah wow she's got no legs lol xD

I'm thinking brown might just be a better colour... either that or change the backgrounds? Hmm, I might try black instead of brown acctually... the brown might blend too much with the red and skin tones... super dark grey and black would probably do the trick.

The other thing is I can't seem to get her to wall jump at all now, and the ledge grab isn't working either? I think something is broken... either the game, or me... can't figure out which one. Probably the latter.

~Sol
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