Space Pirate

Bombini

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  • Posts: 963
Hi guys,
i need your opinion.

I need portraits for the dialogue window (currently empty on the left):


Which style do you prefer?

  • Left - blocky retro
  • Middle - more realistic
  • Right - a mix

Please let me know!

NickamonPoppytail

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  • Posts: 934
Hi guys,
i need your opinion.

I need portraits for the dialogue window (currently empty on the left):

Which style do you prefer?
  • Left - blocky retro
  • Middle - more realistic
  • Right - a mix

Please let me know!


Left
Currently developing Poppytail 5, Pixeltail, The Poppytales, and A Game About Trimming Hedges.

Email: nick.rosemarygames.poppytail@gmail.com

;)

JeffreyDriver

  • Posts: 1697
Current Projects:
Retro Redux Compilation (NEW).
Retro Redux (untitled) (NEW).
I always appreciate useful feedback. Thank you.
www.jeffreydriver.co.uk

1MrPaul1

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  • Posts: 1265
Better right i think, it suites more for your style

JeffreyDriver

  • Posts: 1697
First three votes, one for each!

I was torn between the middle and the right. I originally put right, but changed my mind.
Current Projects:
Retro Redux Compilation (NEW).
Retro Redux (untitled) (NEW).
I always appreciate useful feedback. Thank you.
www.jeffreydriver.co.uk

domagojbulat

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  • Posts: 167
Middle or right, leaning more to the right.
Because right looks awesome and it has got some blocky style so it is somewhat unique. Also, middle maybe requires much more time and effort to create. So if they are both appealing and very similar, then I would choose the one that needs investing less resources.
Left is way too much in line with the simplicity of the gameplay characters so I vote no for left. It would be refreshing and revealing if we could see a more detailed portrait such as middle or right.


merrak

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  • Posts: 2016
Middle or right... but I like the middle one best. It most closely resembles the portrait styles I remember from these kinds of games.

ViniciusAlves

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  • Posts: 38
I would say right.

Bombini

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  • Posts: 963
Thanks a lot for your input!
We have a clear trend:


Especilly thanks for explaining your vote. This is very helpful.
I will try to create some and get back to you.

Cheers!

Bombini

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  • Posts: 963
For example:


I think i suck at protraits but i kind of like those. Are they good enough?
Cheers!

« Last Edit: February 02, 2018, 01:38:40 am by Bombini »

NickamonPoppytail

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  • Posts: 934
For example:


I think i suck at protraits but i kind of like those. Are they good enough?
Cheers!

Yes I think they’re really good.
Currently developing Poppytail 5, Pixeltail, The Poppytales, and A Game About Trimming Hedges.

Email: nick.rosemarygames.poppytail@gmail.com

;)

merrak

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  • Posts: 2016
I think they're pretty good overall. I can't tell if I like the eyes or not, though. Part of me thinks that a more detailed eye (lighter + 1 black pixel for pupil) would look better--but then there's also the background to consider. If the intended background is dark, the white might stand out too much.

Bombini

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  • Posts: 963
Thanks!
I will iterate a bit more.

Also...say hi to our newest family member (sorry for the choppy gif):


Bombini

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  • Posts: 963
Hi guys,

i am working lately a lot on the feel of the game. Adding visual feedback when you hit an enemy for example.
It makes such a difference. I advanced the explosions for example quite a bit.
  • advanced the visuals (see below)
  • added a small screen shake
  • added a white fullscreen for 0.2 seconds
  • added small actors flying out which create particles
Check out the frames:


See an explosion in action:


It is soo much more fun to play and a nice reward killing enemies.

I found this video very helpful btw:
<a href="https://www.youtube.com/v/216_5nu4aVQ" target="_blank" class="new_win">https://www.youtube.com/v/216_5nu4aVQ</a>

Cheers!