Neat! Great you're actually making progress now.
And the idle-movement camera should definitely be much slower, it sort of made me dizzy. Other than that, it works beautifully.
Scary Monsters
- Robin
- The Omniscient
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Re: Scary Monsters
Help us help you: attach a .love.
Re: Scary Monsters
Thanks!, and yeah. I'll be working on that.Robin wrote:Neat! Great you're actually making progress now.
And the idle-movement camera should definitely be much slower, it sort of made me dizzy. Other than that, it works beautifully.
@rynesaur
- Jasoco
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Re: Scary Monsters
So glad to see this project being moved forward! Keep it going!
Re: Scary Monsters
Thanks Jas!Jasoco wrote:So glad to see this project being moved forward! Keep it going!
edit: bump for update information on page 1.
@rynesaur
Re: Scary Monsters
oh your concept looks much more defined now. I kinda missunderstood it until now. apparently your going for a solid, traditional design. looking forward to see how this evolves!
Sry about my english.
Re: Scary Monsters
Thanks for the interest!clickrush wrote:oh your concept looks much more defined now. I kinda missunderstood it until now. apparently your going for a solid, traditional design. looking forward to see how this evolves!
@rynesaur
Re: Scary Monsters
edit: didn't want to triple-post. Just letting you guys know that I'm not dead. Expect updates, and possibly a new demo in the next few days
just a bump for the update graphics on pg1 -- getting a little more polished every day
I took some time to re-design almost everything so that it fits a 8x8 tileset, whereas before I just drew everything without thinking of how shitty it would be once I actually started programming.
Anyway I think it looks good, trees will probably change a bit. You can also see the character with a sword
edit: added combat and progression details
just a bump for the update graphics on pg1 -- getting a little more polished every day
I took some time to re-design almost everything so that it fits a 8x8 tileset, whereas before I just drew everything without thinking of how shitty it would be once I actually started programming.
Anyway I think it looks good, trees will probably change a bit. You can also see the character with a sword
edit: added combat and progression details
@rynesaur
- Taehl
- Dreaming in associative arrays
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Re: Scary Monsters
Hawt. That is all. I can't wait.
Do you plan on keeping the trees so bizarrely rectangular? I'm not saying it's bad, just, it's one of those things which need to be made into a full motif, else they'll look painfully out of place. But a motif like that could be quite cool, if you want to pursue it.
Do you plan on keeping the trees so bizarrely rectangular? I'm not saying it's bad, just, it's one of those things which need to be made into a full motif, else they'll look painfully out of place. But a motif like that could be quite cool, if you want to pursue it.
Earliest Love2D supporter who can't Love anymore. Let me disable pixel shaders if I don't use them, dammit!
Lenovo Thinkpad X60 Tablet, built like a tank. But not fancy enough for Love2D 0.10.0+.
Lenovo Thinkpad X60 Tablet, built like a tank. But not fancy enough for Love2D 0.10.0+.
Re: Scary Monsters
Taehl wrote:Hawt. That is all. I can't wait.
Do you plan on keeping the trees so bizarrely rectangular? I'm not saying it's bad, just, it's one of those things which need to be made into a full motif, else they'll look painfully out of place. But a motif like that could be quite cool, if you want to pursue it.
The game is a long way from completion, if you had asked me a week ago "are you gonna change the trees" I probably would have said "no", but I still did it a week later.
Right now, I like how they look but theres a better-than-good chance they will change again.
edit: see, I already decided to change them. I think these are a little better, don't you think?
^ this is only a PART of the full resource set, just to tease you guys.
@rynesaur
Re: Scary Monsters
I wouldn't try to change them too much. I think part of the charm of the game is it's current aesthetic: kinda blocky, but very representative of the object their are portraying.
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