Author Topic: Salvador Dulcedo - Hunter for Hire [WIP VIDEO GAME]  (Read 5407 times)

The only slow person is you.
Me and otto are ready to code anything.
we're so ready we are literally vibrating skin off of our bodies

we cannot contain the readiness

RIP in pieces because alt is lazy
or is he

do you have time now that it is summer
mr...
alt?

I can do some art for you.

i think that maybe you guys shouldn't leave empty space under the ground that shows the background...just an idea, since if you decide to go underground, it might look a bit weird.

i think that maybe you guys shouldn't leave empty space under the ground that shows the background...just an idea, since if you decide to go underground, it might look a bit weird.

Don't worry, there will be backgrounds for the underground sections.
Now that you mention that I should probably go make some ._.

Also I think you'll like the trains

Don't worry, there will be backgrounds for the underground sections.
Now that you mention that I should probably go make some ._.

Also I think you'll like the trains
I didn't know they had traffic lights in the wild west

themoreyouknow

I didn't know they had traffic lights in the wild west

themoreyouknow

This takes place exactly 100 years from now (2113). I think it needs more traffic lights. :cookieMonster:

Also since I didn't answer before, you're free to try out with some art. You're not bad and I wouldn't mind the help.

Colorset
Try to go for a basic art style with detail here and there. No intense shading. Try to use few outlines, and only for things like the ground or other non-background things.
If you use transparent colors, use an alpha value of either 191, 127, 63, 31, or 15. For backgrounds, overlay them with a pure black with an alpha of 127 so they don't appear as bright as foreground elements. Feel free to add more colors if you need them, but make sure to use only original colors (don't use anything in the default colorset of your paint program), and if there's already a color close to what you need, just use that one.



Working on recreating (and creating new) songs with better samples and in a more .sid authentic (3 channels, less extravagant 8-bit) style.
« Last Edit: June 25, 2013, 07:32:58 PM by Alteration »

This takes place exactly 100 years from now (2113). I think it needs more traffic lights. :cookieMonster:

Also since I didn't answer before, you're free to try out with some art. You're not bad and I wouldn't mind the help.

Colorset
Try to go for a basic art style with detail here and there. No intense shading. Try to use few outlines, and only for things like the ground or other non-background things.
If you use transparent colors, use an alpha value of either 191, 127, 63, 31, or 15. For backgrounds, overlay them with a pure black with an alpha of 127 so they don't appear as bright as foreground elements. Feel free to add more colors if you need them, but make sure to use only original colors (don't use anything in the default colorset of your paint program), and if there's already a color close to what you need, just use that one.



Working on recreating (and creating new) songs with better samples and in a more .sid authentic (3 channels, less extravagant 8-bit) style.
Alrighty.

What objects do you need, and what image size should they be? Send me a list of about 3 and I'll get started.
Actually, since I specialize in UI, I'll do a health bar and an item hostler image, you look badly in need of those.
« Last Edit: June 26, 2013, 02:48:54 PM by chrisbot6 »

Finished the first version of the UI:

The default item is fists. The first bar shows health, and the second bar is used for mana/upgrade power. Since the fist doesn't use either of those, the secondary bar is greyed out. This also happens when holding keys and train tickets (?)


YEAH LAUGH AT MY stuffTY GUN GO ON
When you have a weapon out, the secondary bar becomes an upgrade bar. The weapon levels up when this bar is filled.



When you have a magical item out (the staff is the only one I think you'll have) the secondary bar becomes a mana bar. Item settings are shown next to the item, so the staff's power appears next to it.

Other stats are shown underneath.

Keep in mind that:
1) These are mockups
2) I can start again if this isn't what you were thinking
« Last Edit: June 27, 2013, 01:17:27 PM by chrisbot6 »

That's amazing :o
I love that fist, great idea.

I might try reducing the size to a smaller scale but yeah we'll definitely use some form of that.

Awesome. I'll PM the components to you.

Also, can I be credited in the OP?

If you want them near the game you'd be sending them to me.

If you want them near the game you'd be sending them to me.
Alright, i'll send you a copy.

Another UI concept, this time all pixely and stuff:

The round thing can be used to display either the character's head or his fist / weapon of choice.

i know the bullet is forgeted looking, i was working with the tools i was given, sue me

Another UI concept, this time all pixely and stuff:

The round thing can be used to display either the character's head or his fist / weapon of choice.

i know the bullet is forgeted looking, i was working with the tools i was given, sue me

Aaaaa that's great

Might try combining that with Chrisbot's if that's cool with you two.