Users browsing this thread: 9 Guest(s)
[GAME][IN DEVELOPMENT] Sharkaiger (formerly Shark Week)
#76
everything looks great but i have one MAJOR complain -- all your sprites and artwork in general are clean and animated well, but everything is IMPOSSIBLE to read in the screens you've posted. the background is WAY too vibrant, and the screen resolution is way too small

in speedy sidescrollers like this one, being bale to see every object in play is crucial, as well is being able to IDENTIFY every object in play. i honestly can not see either, at quick glances.

first of all your backgrounds and environment in general are WAY too busy, and have the same color schemes as your objects. you need to dull and desaturate the colors in the scenery to differentiate between the two

secondly the business of the foreground AND background needs to be heavily tweaked, but as you said, you are looking for help in that area so i'll not crit you there

but this will seriously make or break your really promising looking game here, make sure you fix this ASAP! wouldn't want to let such a visually pleasing game ironically kill itself because of it's own visuals
[Image: ZJO1oF0.gif]
Thanked by:
#77
i've just been sticking to the same resolution for all the mockups, i'm pretty sure the programmer made the actual screen size bigger. as for the readability issues, i'm just gonna quote my last post in case anyone missed it.

Quote:ANNOUNCEMENT

i am total shit at tiles. every level looks repetitive and terrible. if you want to help with shark week (and you know you do) and have a knack for tiles, let me know and show some of your stuff and you will probably get to join the team because anything is better than my stuff.
Thanked by:
#78
[Image: ottoid%20QTE%20example.gif]
#79
Is it just me, or is that image not working?
Thanked by:
#80
(02-10-2011, 08:42 PM)[fish in space] Wrote: [Image: ottoid%20QTE%20example.gif]

It doesn't look like he's hitting him on the ground, it looks like it just stops right before it hits the ground then turns around.
Thanked by:
#81
I think it's better that way. He should just show up his power of leverage and impeccable fighting game timing and swing the guy around for a bit before actually making the guy hit the ground.
[Image: ULdji.png]
"I feel real good, I look even better, I make a burlap sack look like a cashmere sweater."
Thanked by:
#82
I think the problem here is that the intention is for him to land on the ground-- so there should be a frame where it looks more like a ground impact.
Thanked by:
#83
I say put that sexy explosion in when the thing hits the ground.
---TGB---
Thanked by:
#84
But what is that thing exactly?
Thanked by:
#85
(01-31-2011, 11:03 PM)[fish in space] Wrote: i've just been sticking to the same resolution for all the mockups, i'm pretty sure the programmer made the actual screen size bigger. as for the readability issues, i'm just gonna quote my last post in case anyone missed it.
Do you have any shots of the actual game or has the programming not been started yet?
Thanked by:
#86
it has been, its just mostly prototyping and stuff atm
Thanked by:
#87
[Image: GDU8h.gif]
Thanked by:
#88
rocks should appear faster..
Spriter Gors】【Bandcamp】【Twitter】【YouTube】【Tumblr】【Portifolio
If you like my C+C, please rate me up. It helps me know I'm helping!
[Image: deT1vCJ.png]
Thanked by: Kitsu
#89
The animation is confusing, for the first 10 loops I thought his arms were physically switching and couldn't tell his body was turning.
Thanked by: Gwen, Sengir
#90
[Image: snk-terry.gif]
Thanked by: Cobalt Blue


Forum Jump: