RandomFellow's Forum Posts

  • I gotta say, I'm surprised no one else has commented on here already. You've got talent, mate! Your work oozes with style, and even the 8/16-bit style pieces are catchy (which is a lot rarer than most think).

    I'd love to have a few of your pieces to liven up anything I'd be working on.

  • <img src="https://dl.dropboxusercontent.com/u/158640178/ingame01.gif" border="0" />

    An animation showing an older version of the gameplay with minimal text HUD. When I finally get bandicam to work properly again, I'll post one with the graphical HUD.

  • You're one to talk about detail. Every screenshot is like a work of art. I especially like the blocky moon in background. Dunno why the idea of a square moon pleases me...

  • Impressive for your first go! It usually takes most people awhile to get the hang of most of the programming (and getting the game working on dropbox).

    I'd say the next step, aside from what Windwalker said, is try your hand at making some enemies aim and fire at the player. A lot of the principles and programming bits used to do that are very useful in other parts of the game. You probably already know having used other programs, but AI programming is pretty tough.

    PS: Fist bump for the avatar, sir.

  • Don't forget the allure of a more affordable engine (I don't like saying cheaper. Sounds bad, eh?). If it's something that you plan to market to multiple people, lower prices usually draws in more people.

    It's a tricky thing, balancing between affordable for you and your clients, but it's a dance we all have to go through at one point or another.

    I wish ya all the luck, mate!

  • Cappdog High praise indeed, sir! I'll admit I was really pleased with how the bolt animation looked with the heavy cannon, and it's just fun to watch the brass spilling out the back of the autogun.

    Might I ask when we can we expect to see more of your art? Moooooooooooooooooooooooooore!

  • ahr Ech Just wait 'til you see the egotistical RandomFellow!

    Finally got some video of the two working weapons.

    First we have the bullet-spewing autogun:

    Then the powerful, but slow heavy cannon:

  • Wrangler I've been digging your art style for a long time. I'm all wee to see it in a game!

  • The animations on her are smooth and beautiful! These visuals look like they'd fit a stylized adventure game really well.

  • I can't believe I forgot to post these here already. I also regret having to follow Infinity End and Cappdog and their masterpieces. There goes my self esteem.

    One of my test games, a steampunk-style shooter similar to Metal Slug and Cybernator. So far I only have two weapons, a couple of enemies, and the ammo refill air drop system working.

  • thehen Bare-chested bros unite! /fist bump!

  • If you're still in the market, I thought I'd throw my hat into the ring. I've extensive experience working with 8-16bit style pixel art for games and procedurally generated sprites using Spriter. Just a couple of examples of the pixel assets ingame:

    And some more recent sprite designs I did for a client: http://sta.sh/0fcoi3djbqa

    I've other styles as well on my

    deviantart page if you'd like to see what else I can do.

  • hazneliel That's true what keroberos said about the pallets in most cases, but contrast plays a big role as well. Generally speaking, objects farther from the camera are usually lighter than those in the foreground. I guess the science behind it is water/chemical particles in the air. Most artists will put a light colored gradient or fog on their backgrounds to give them a sense of distant.

    I do actually like your color scheme, and if you don't really want to change it much, a simple way to separate the fore/backgrounds is to add a light haze to the background. It shouldn't obscure the background much if done right, so you can still show off all the hard work you did on the background and still make it easier to see what is going on in the foreground. Just make sure the haze is strong towards the bottom, otherwise it'll look strange.

  • I was thinking about charging about $5 per sprite or tile, so most of that shouldn't be too difficult. Backgrounds are usually bigger and more in-depth, so I might have to see how detailed you want it before making a decision on that.

    If ya wanna send me some 1-to-1 scale images of the sprites or the player, I can start putting together some mock-ups for ya.

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  • You probably hear this a lot but it needs to be said.

    Your music is truly a beautiful thing.