Mourn is a 2d action platformer made with Libgdx and assets from Opengameart that I been working on for a while. Given that I have been lurking OGA for ages now Im going to keep posting my progress here! Currently is still prototyping/development, the gameplay consist mostly on dungeon crawling over procedural levels and some crafted levels. Its is designed with WASD + Mouse controls in mind so the target platform is PC, currently its runs on Windows and Linux, and possibly Mac, as soon as I get a machine to test on. Im compiling graphics and music used on this collection : https://opengameart.org/content/mourn-prototype All graphics are in DB16 Color Palette, Im editing the assets to be in this color palette and I will post them back on OGA once they are done. Here are some screens from the current build: Cheers!
Short combat video https://webmshare.com/play/dPQNb
Hi,
Overall good job. Perhaps making the characters appear less pixelated may help with the aesthetics.
Personally i think they are fine, but in such envirovment i wouldn't draw their eyes.
In such small sprite there is no way (known to me) to draw sclera and iris without making them look like puppets.
Below i posted a possible way to solve it.
In the first example used a color from the sprite's palette,
but for that part it would be better, if possible to use a shade of skin, clearly darker than the visage, and a juust a little more red-ish. (second example)
There is no victory. There is no defeat. There is just work to do.
Also, if the overall style requires the eyes to be clearly visible, the shadow between the eyebrows gives an overall neanderthal-ish vibe, that quite clearly isn't there on purpose, perhaps that shadow isn't necessary, i made an example here.
There is no victory. There is no defeat. There is just work to do.
Hi guys, thanks for the feedback, im totally clueless when it comes to graphics.
Even though the resolution is pretty small, the game scales on screen, usually by 2x on laptop screen so i think i should keep drawing the eyes, still im going to make a test with the sprites you posted
The shadow between the eyebrows is gone now! it looks way better, thanks!
You are very welcome.
I apologize if my observations sound like complaints, but i don't speak good english and altough i try to make some time to help with what i mean to be constructive critics...
The bad news: i don't have much time and energy to spend in semantics and ducal courtesy.
The good news: I guess other people is in the same situation, if something someone said can be read according to 2 meanings and one of them is offensive i assumed they meant the other meaning.
There is no victory. There is no defeat. There is just work to do.
No problem man, I dont speak english either so I really didnt read your comments like that, I appreciate the feedback
It has been a while! I will keep updating the op these days, I have completed the inventory system, ai , procedural generation, some enemies and weapons, so I think I can release a alpha soon
Hi, still working on this project! Here are some screenshots of the inventory and current main screen. Also been working on adding sounds and more enemies
Looks very interesting, I quite like the palette. I'd suggest some more colour variation between the solid walls and the background, though the brick textures already help a bit there :)