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Posted: Wed Nov 05, 2014 4:46 am
by kylekrack
Wow, I love this style. The simplistic nature is really impressive because it still has a lot to offer by way of graphics. It reminds me of Mother 3 a bit.

Posted: Thu Nov 06, 2014 10:48 am
by Sparoku
kylekrack wrote:
SparElric wrote: Working on portraits! I may move the textbox down a bit though. So you can still see the walkabouts.
Are you sure you don't want to just switch the text box and the portrait? That uses the space onscreen pretty efficiently, unless you're going for a certain style.
I was going for a certain style, yeah.

Posted: Fri Nov 07, 2014 3:39 pm
by BMR
Was bored, so spent a bit of time working on this:

Image

Prolly not going to use it anywhere, just felt like making something cyberpunk-y. Could use a bit more work, but oh well. If I ever decide to do something more with it, I'll fix it up more.

Posted: Fri Nov 07, 2014 4:04 pm
by Meowskivich
seeeecret character? or easter egg.

Posted: Sat Nov 08, 2014 6:23 am
by shakeyair
BMR wrote:Image
This is really cool. It has the look of '3-d model converted to low res' from older computer games. Like Planescape:Torment or Starcraft. Somehow more nostalgic than more typical pixel art, maybe because that's had such a resurgence lately.

Posted: Sat Nov 08, 2014 2:49 pm
by Urkelbot666
shakeyair wrote:
BMR wrote:Image
This is really cool. It has the look of '3-d model converted to low res' from older computer games. Like Planescape:Torment or Starcraft. Somehow more nostalgic than more typical pixel art, maybe because that's had such a resurgence lately.
Oh man, This is great! it really takes me back to the days of pre-rendered 3D (almost) graphics. The subject looks like he came straight from a Cyber-Punk adventure game. Good stuff.

Posted: Mon Nov 10, 2014 1:16 am
by Matokage
Things are getting interesting...

Image

Edit: I think I will change the Shadow direction, it's blocking the view of important graphical clues for the player.

Posted: Mon Nov 10, 2014 3:22 am
by Foxley
Yeaaahhh, at that viewing angle, having shadows obscuring the front of things (in other words, what the player is primarily seeing) is not the best choice...

Posted: Tue Nov 11, 2014 5:02 pm
by Spoonweaver
Image

Posted: Tue Nov 11, 2014 6:47 pm
by Mogri
Wow, that's a huge improvement over the first game. I love the visual contrast between foreground and background, and those tree trunks are great, too.

Posted: Tue Nov 11, 2014 8:03 pm
by Spoonweaver
The looks aren't the only improvements.

I went through a lot of different variations of scripts for jumping, climbing, and general animation before I settled on one I felt was good enough. (though I guess that's more hype than graphics.)

Posted: Wed Nov 12, 2014 5:11 am
by Sparoku
Looking nice! :v:

Posted: Thu Nov 13, 2014 3:05 am
by Urkelbot666
Working on the home of a Murderous character with a fondness for old fashioned gaming. Lights flicker, and TV static is animated.

Still tweaking the layout, window placements, etc

Posted: Wed Nov 19, 2014 7:16 am
by AnalogousGumdropDecoder
Just started messing with OHR last night. What you see is what you get, so far. This is going to be a test game so I can learn OHR before starting on my more ambitious project. Of course, if I come up with any cool ideas during the process, they may very well be recycled into the final game. Right now my art still lacks a certain... polish.

Feedback and pointers always appreciated. I'm a novice, but I'm trying to figure out how to do this well.

Posted: Wed Nov 19, 2014 3:13 pm
by kylekrack
I'm gonna be honest, the art looks pretty darn good the way it is. I think the point here is that there's no definite difference between good and bad art, only different styles. If you feel it's not good enough, then by all means, make it more polished, but I've seen published games that aren't even that nice looking. I'd say you're on the right track, but then again, I'm not much of an artist myself.