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Friday, June 30, 2017 - 02:14

Looks really good.

 

When you collect the bodies, they should shrivel up into ash and you collect the energy from them.  You could do this with mostly palette effects.

Friday, June 30, 2017 - 01:40

Here's a scrap.  It's my current avatar, which I think I might change soon.  It's something I made long ago for a shmup project, and there's some good things about it and some bad.  It's Ozma of Oz (She normally tends to have black hair, but not always), with flowers in her hair, a crown, and holding a scepter with "OZ" on the end of it.  I think the top part of the hair, flowers, crown came out great, but the rest, not so much.  Sort of reminds me how far I've come with pixel art. ;)

 

Wednesday, March 15, 2017 - 05:29

You can't dig 50 feet down and hit nothing but grass; it should only be on the outside.  You don't have to do it like Terraria, where it's something that grows on various blocks, but you should at least put the grass blocks on the edges, where it's exposed.  Also, pick a background image, even if it's a placeholder.  It'll change how you feel about the contrast between sky and blocks a bit, and you want to try a few out early to decide what you want.

Tuesday, January 31, 2017 - 01:32

This is a really fun concept and here's some ideas after playing it for a bit:

I think you should make the controls a bit simpler; just click a target and it chooses an appropriate arm to smash with.  You can make the challenge managing which targets to select because not all of the arms reach all of the targets, and you can put more of a delay when smashing (fist stays down slightly longer).  Make it so you can fling things you grab anywhere and they smash into other things to destroy them.  As the game goes on maybe he could grow more arms.  Soldiers could shoot some of the arms off so you can prioritize saving them by taking out the soldiers.  Make planes, birds, blimps fly overhead, grab them too.  After eating certain things (tanker of gas) or enough things he could burp out a firey cloud.  Make the screen appear like a news broadcast with a ticker of funny things relating to the destruction at the bottom.  For example, eat the news truck and it tells of the reporter's death a minute later.  Use the news ticker and other game elements to advance the monster's story--It could tell of a cult starting around the monster, and later you see them show up with signs saying "Take me please green one".

Monday, January 2, 2017 - 03:08

This is a really good concept, you should make it so it's a little character running around like intelligent Qube.

Another idea: put a unique message after each level, like fortune cookie wisdom stuff.

Saturday, December 31, 2016 - 20:55

This is exactly the bullshit that shouldn't be here surt.  This site is about game art, not Donald Trump, you're as bad as he was.  Take that shit elsewhere.

Saturday, November 19, 2016 - 09:35

I didn't really redraw it but here's how it might look with an old timey ray gun:

http://i.imgur.com/1IYr1gr.png

Friday, October 28, 2016 - 05:12

I had a typo in my tags, but you can find mine now, they're in my flowers art:

http://opengameart.org/content/flowers

Thursday, October 27, 2016 - 11:50

Looks really nice onpon4.  Also check out the weeds in my flowers art, might work for what you're doing.

Sunday, October 16, 2016 - 07:51

Looks good, suggestions:

* For the organic looking areas, have the walls drip ocasionally (just a pixel).

* Have one of the bots broken and covered in vines, as decoration.  You could use this to introduce a new bot type as a way to add some anticipation and conveyance.

* Wall drill -- Remove screen shake when drilling, but add it when each block is destroyed instead.  Also, make it so the drill stays out if you keep holding left or right, so the first block takes a while to drill into, but the next ones are faster.

* Drone upgrade -- fly it around to scout for you, camera follows it.

* Upgrade to slow your fall.

* Have the double jump booster exhaust damage enemies.

* For enemies that patrol horizontal or vertically, have them stop briefly before turning.  It looks more natural.  Less like pong, more like patrolling.  It'll also give you a chance to do some turn animations to give the enemies more personality, like the turn animation for the rover.  For the little tank tread enemies you could have the top part pivot around while the bottom part just reverses direction.

* Make it so even though it's single screen, stuff that happens on other screens still matters, at least for ajacent screens.  Enemies should move from screen to screen, rather than bouncing off the edge of the screen disappearing, and they shouldn't reset completely when you re-enter the screen.  Having them reset makes it so there's a consistant solution for each room, but it limits things.  Examples:

** You could have enemies that change things in the environment that span multiple rooms, like a force field that turns off briefly for enemies to get through, but not you.

** Drillable blocks beyond the screen edge as a way of making a hidden room.

** Boss that chases you through multiple screens, you have to use all your skills to get away, drilling blocks, making jumps, etc.

 

 

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