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On Critiquing Vyrots
#14
A fully 2d environment is a very difficult thing to conceive. This is because despite a lot of games being 2d, they are representations of 3d worlds, you can imagine it in 3d with little effort (backgrounds, characters looking in other directions, shading). By making a world that is strictly 2d, everything mentioned before is discarded, there won't be any foreground/background details as they wil always share the same axis; shading is inexistent because it is a representation of how light interacts with solid objects, and characters will have its movement and perspective severely handicapped. In other words, shadedbz's edit would be wrong due to placing pieces in different depth positions.
I suggest making the virots more tridimentional. Better use a common point of view which allows for more flexibility than a limiting one IMO.

Also in addition to that, make them more charismatic. Enemy robots and robots in general popular media are easily recognizable and easy to relate to, use this as an advantage to your designs.
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Messages In This Thread
On Critiquing Vyrots - by Woodledude - 02-01-2013, 03:40 AM
RE: On Critiquing Vyrots - by Novally - 02-01-2013, 04:17 AM
RE: On Critiquing Vyrots - by Bombshell93 - 02-01-2013, 04:59 AM
RE: On Critiquing Vyrots - by Previous - 02-01-2013, 05:05 AM
RE: On Critiquing Vyrots - by Novally - 02-04-2013, 12:18 AM
RE: On Critiquing Vyrots - by Xeroph - 02-04-2013, 01:25 AM
RE: On Critiquing Vyrots - by Gors - 02-04-2013, 04:32 AM
RE: On Critiquing Vyrots - by Koopaul - 02-04-2013, 04:42 AM
RE: On Critiquing Vyrots - by Woodledude - 02-04-2013, 07:20 PM
RE: On Critiquing Vyrots - by Xeroph - 02-04-2013, 07:27 PM
RE: On Critiquing Vyrots - by Novally - 02-04-2013, 08:06 PM
RE: On Critiquing Vyrots - by Shade - 02-05-2013, 03:29 PM
RE: On Critiquing Vyrots - by Gors - 02-05-2013, 03:51 PM

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