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Post » Fri Jun 19, 2015 5:43 pm

kossglobal wrote:Image

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Do I create the actual animation for both sides or do I just mirror it? I know it's a lot of additional work but....what you guys think?


They both look great. There's really no need to create a whole other animation. Mirroring works very well here.
Nice Job!
Risk Rocket now available on Google Play
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Post » Fri Jun 19, 2015 5:58 pm

Usman Haq wrote:They both look great. There's really no need to create a whole other animation. Mirroring works very well here.
Nice Job!


Thank you for your feedback. :)
I think I'll mirror then.
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Post » Sat Jun 20, 2015 3:02 am

[quote="Steven"][/quote]

this one is good
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Post » Sat Jun 20, 2015 3:37 pm

kossglobal wrote:
Usman Haq wrote:They both look great. There's really no need to create a whole other animation. Mirroring works very well here.
Nice Job!


Thank you for your feedback. :)
I think I'll mirror then.


Another thing to consider is that when you create new animations for both sides, you run the risk of making the animation look drastically different, for example the character you've animated have very different archs and they will not hit the player from the same distance from both sides. Mirroring animations make sure that the character swings the same way and the same distance no matter which way it's facing. So mirroring sprites is not only productive, it also reduce player confusion and make your game more intuitive.
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Post » Sat Jun 20, 2015 5:44 pm

eliasfrost wrote:
kossglobal wrote:
Usman Haq wrote:They both look great. There's really no need to create a whole other animation. Mirroring works very well here.
Nice Job!


Thank you for your feedback. :)
I think I'll mirror then.


Another thing to consider is that when you create new animations for both sides, you run the risk of making the animation look drastically different, for example the character you've animated have very different archs and they will not hit the player from the same distance from both sides. Mirroring animations make sure that the character swings the same way and the same distance no matter which way it's facing. So mirroring sprites is not only productive, it also reduce player confusion and make your game more intuitive.


Good point. Since I'm not focusing in platform, what about top and down animations?
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Post » Sat Jun 20, 2015 6:16 pm

Just working on the system before I bother with graphics.

Learning as I go along, learned HTML and JS last week but everything is in working order as it stands, just about to cluster the Node server and working on a few kinks with Construct 2.

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Post » Sat Jun 20, 2015 6:31 pm

kossglobal wrote:
eliasfrost wrote:
Another thing to consider is that when you create new animations for both sides, you run the risk of making the animation look drastically different, for example the character you've animated have very different archs and they will not hit the player from the same distance from both sides. Mirroring animations make sure that the character swings the same way and the same distance no matter which way it's facing. So mirroring sprites is not only productive, it also reduce player confusion and make your game more intuitive.


Good point. Since I'm not focusing in platform, what about top and down animations?


Since you can't really mirror a sprite up and down unless it's a truly top down game (and even then, you would just rotate the sprite instead), you have to draw the top sprite and the down sprite seperately, making sure that the arch for the attack is the same, it's a little bit more work but not too bad. The important thing is that the player can tell that it's the same attack regardless of which direction the sprite is facing.
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Post » Sat Jun 20, 2015 7:21 pm

@eliasfrost

Yeah, I was considering in creating attack animations for both sides only but create the walk animations for all sides. I'm still thinking the way to go.
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Post » Sun Jun 21, 2015 2:35 am

rozpustelnik wrote:Image
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Your art is crazy stylized. I love it! I kind of reminds me of those 90's point and click games that I loved. Peeped your teaser video and it definitely has an interesting feel to it. I like the grainy feel to everything too. Definitely sets the mood.
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Post » Sun Jun 21, 2015 1:32 pm

Working on a small game (mini GTA) with day and night cycle, driving cars and shooting. :D
Logo:
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Day/night:
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