Author Topic: The Forgettable Dungeon: Early Access Release  (Read 409241 times)

Yeah even though some effects don't fit with the look, they're there to convey a message. This shows exactly where your mace is hitting, and as a bonus gives you some oomf to things.

I'm not very well experience with art design but I'd suggest keeping it like that, or at least polishing it up some. It looks really nice as it is.

I added the orient from trail node thing I talked about, so now it's a lot less blocky looking.



This will allow me to achieve some more crazy effects now if I want.

Edit: This was apparently me leet post, go me.
« Last Edit: August 26, 2015, 03:55:08 PM by Rotondo »

I like the segmented look, I'm sure it's just a result of how they're being spawned but it helps to make it look serrated like the Wind Waker trails without you having to actually do anything.

Some ideas for avatars when this gets released :D

(made by johanvinet)


is that loving coolspot in the corner

Some ideas for avatars when this gets released :D

 :cookieMonster:
(I really don't remember when I made this)

I added the orient from trail node thing I talked about, so now it's a lot less blocky looking.



This will allow me to achieve some more crazy effects now if I want.
If your looking for nice effects for weapons you should try to mimic the ones used in the Pixel spells addon.



Yeah that's a great idea for the effects, I was using these for inspiration before which look similiar.




--

New work in progress enemy, ball and chain knight guy... name pending.



The sprite looks way too much like a transformer at the moment, going to take me a while to get it looking right.

I'm going to add a wind up animation and a catch reel back and I think this'll look sweet.

Edit: Here's the slightly more finished animation, might make the catch take longer.



Edit 2: The original idea was to have him swinging it above his head, but here it looks like it's going through his body, might try making him spin with the chain.
« Last Edit: August 26, 2015, 08:38:55 PM by Rotondo »


that's sweet. yeah i feel like that blue could be a little closer to greyscale, not as saturated

Nice, 3d npcs!

Thanks, I'm going to try and reserve 3d sprites for the more powerful characters and the bosses. So you know when you see a big sprite with depth it should be feared.

that's sweet. yeah i feel like that blue could be a little closer to greyscale, not as saturated

Yeah the sprite needs a lot of work, but his general shape is nice.

--

This is why it's good to iterate and keep widdling animations down, I really lucked out that the model was rigged up in a way to allow me to do body rotation and weapon rotation separately otherwise this would have been a huge pain.


oh forget yeah that animation looks really good. i agree with you that the character has a really nice shape. i love this style of art.

Maybe the visor should be pushed in along with a darker color palette.

I think he either rotates a little too far to his left when the ball returns, or returns to "neutral" a little too fast.