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tFR:SDtW Non Gors Workshop - NEWS! (05/31)
Snifit/Octorock-like shooting?
Thanked by: Garamonde, Baegal, Solink
I always saw you as a detective looking character so maybe you can hold out a giant magnifying glass and shoot rays out of it. Cute
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A very ugly punch. or karate chop. Please give me C+C. I suck at punches/chops
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Attacks!!

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This double punch didn't work out as well as I intended, but the idea's there. I'll probably redo it.
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(03-03-2012, 11:01 PM)recolorme Wrote: [Image: iaza11288970979800.gif]

A very ugly punch. or karate chop. Please give me C+C. I suck at punches/chops
Imagine yourself chopping something. You wouldn't be frozen in one position if you want to do any damage right? Make him pull back and then chop.
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Changed the outlines and animated the balloons on Waru's Castle.
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My Game Maker games (Dropbox download links):


Sorry, changed my ref. again Shy

[Image: QaMro.gif](I suck at animating)

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Killing more time. Thought this'd be nice for the Neko Stage.
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For those who played Bouncy Cat, you may recognise it as the first boss, namely Balloon Dragon.
He could hide behind the castle, a layer behind it, so moving (scrolling) left would reveal it more, and moving right hide it.
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(03-04-2012, 12:40 PM)Perseus Wrote: Sorry, changed my ref. again Shy

[Image: XmevD.gif](I suck at animating)

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It's... Dazz's teddy bear doorstop! Big Grin
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Thanked by: Perseus, Shade
(03-04-2012, 01:18 PM)NICKtendo DS Wrote: Killing more time. Thought this'd be nice for the Neko Stage.
[Image: 9AVNm.png]
For those who played Bouncy Cat, you may recognise it as the first boss, namely Balloon Dragon.
He could hide behind the castle, a layer behind it, so moving (scrolling) left would reveal it more, and moving right hide it.
[Image: douPi.png]

I don't know about you guys, but the super-bright colors make it seem as though the player characters just kind of blend into the background. Everything is poppy and saturated, and it's hard to tell what's foreground and what's background. (okay, it isn't hard if you pay attention, but i think you get my point) It seems like the background would get far too distracting.

Is it possible to maybe make the background darker somehow so that the characters clearly stick out from it?
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Darker? I'd have gone for brighter/desaturated. But your point stands, the characters need to stand out more.
(03-04-2012, 12:40 PM)Perseus Wrote: Sorry, changed my ref. again Shy

[Image: QaMro.gif](I suck at animating)

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I dunno, it's pretty cool and I love the effect on the scarf, but there something missing...like, more energy? He feels really stiff with only his arms flailing around like that, may it would end up being more natural (more fighter-ish?) if his body or legs would move along.

EDIT: Oh wait, they don't move anymore. It actually looks better like this, but there's still some lack of energy Shy
Thanked by: Perseus
should backgrounds even be using the same palette as the fighters?

if everything in the game really has to have a set palette, then backgrounds should at least get a separate one.
Thanked by: Vipershark
(03-04-2012, 05:01 PM)Mutsukki Wrote:
(03-04-2012, 12:40 PM)Perseus Wrote: Sorry, changed my ref. again Shy

[Image: QaMro.gif](I suck at animating)

[Image: tXPht.png]

I dunno, it's pretty cool and I love the effect on the scarf, but there something missing...like, more energy? He feels really stiff with only his arms flailing around like that, may it would end up being more natural (more fighter-ish?) if his body or legs would move along.

EDIT: Oh wait, they don't move anymore. It actually looks better like this, but there's still some lack of energy Shy

Yeah, I looked at Neko and saw that just his tail moved, and I didn't like the arm movement from before so I kinda used Neko as a reference.. I think his legs are too short to get much movement but I'll try to figure something out tomorrow Cute
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I liked your other character more, Perseus.

He looked like a European Disney character or something.
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