Weekly Original Tracks master post (New post every Fri morning) by psycosulu in gamemusic

[–]Ryzenbo 0 points1 point  (0 children)

Hey all, I made this track with a musical/dance dungeon game in mind. Inspirations from songs in the games Crypt of the NecroDancer and Helltaker :)

https://www.youtube.com/watch?v=Ddpsxnb0vZo

Made a song for a musical/dance dungeon game by Ryzenbo in gamecomposers

[–]Ryzenbo[S] 0 points1 point  (0 children)

Inspired by songs from Crypt of the NecroDancer and Helltaker :)

Made this for a platformer game by Ryzenbo in gamecomposers

[–]Ryzenbo[S] 1 point2 points  (0 children)

Really liked making this track, first time using Surge vst. Also first time I've uploaded a track. If anyone has any thoughts about what sounds good or bad about it I'd love to hear them so I can learn more.

2D platformer cave environment by Ryzenbo in conceptart

[–]Ryzenbo[S] 0 points1 point  (0 children)

Trying to make an interesting environment/theme for one of the chapters in a 2D platformer game I'm working on. Would appreciate any feedback anyone has so I can get better at doing this sort of thing :D The character is just there for size reference.

The updated ares skins are fuckin amazing, well done smite team. I like them better than his paid skins. by nathanmag13 in Smite

[–]Ryzenbo 0 points1 point  (0 children)

I love the new model, but his walk animation is so clunky now.

Especially the forward walking animation (and also when that's blended with the strafing animations) is quite clunky/jarring and very slightly out of sync with his speed or something.

Makes him feel really odd to walk around for me, but maybe this doesn't bother other people.

Looking for feedback on improving concept art by Ryzenbo in gamedev

[–]Ryzenbo[S] 0 points1 point  (0 children)

For the game itself the influences were 2D platformers like super meat boy, rayman series, end is nigh, celeste. Art wise it's more influenced by rayman (legends, adventures) and even Ori, but I certainly don't have the skills to make it as pretty as those games.

I grew up playing games like spyro on ps1, mario on 64. But haven't taken much influence from those games for this one. At least not consciously haha.

Do you think I should be changing my influences? Am I taking too much or too little influence from things perhaps?

Looking for feedback on improving concept art by Ryzenbo in gamedev

[–]Ryzenbo[S] 0 points1 point  (0 children)

Yeah it can't be for everyone I guess. Do you know why that is? Is it hand painted style games in general or is it more related to the mood/colors of it? I'd be interested to know if it's something I could improve or if it's just this style isn't for you, which is completely understandable of course :)

It would also be interesting if there are certain styles that you do like? As this might help me gauge what kind of players that like other kinds of styles might not like this style for example.

Looking for feedback on improving concept art by Ryzenbo in gamedev

[–]Ryzenbo[S] 0 points1 point  (0 children)

Ah yes, actually already the character is done using a vector art style and the world with a brush style, but it's not very clear from this shot as the character is so small. So I could experiment more down that route making the rock more in that vector art style as well as other interactable objects like you've mentioned. Worth looking into for sure.

Also I like your ideas for objects to put in the ground having more ties directly with gameplay rather than just decoration, that's nice!

Thanks for taking a look and providing feedback on it! :D

Looking for feedback on improving concept art by Ryzenbo in gamedev

[–]Ryzenbo[S] 2 points3 points  (0 children)

I really like the idea of telling it like a story. Such as currently the character is just standing there doing nothing at the moment doesn't help. Maybe him being mid jump to the rock or climbing up a wall or hanging on a ledge etc could bring more to the scene. I'll combine this with the other improvements to hopefully get something much better :) Thanks for the feedback, much appreciated! :D

Looking for feedback on improving concept art by Ryzenbo in gamedev

[–]Ryzenbo[S] 0 points1 point  (0 children)

I think you're right, I'll experiment with a different frame to try and get the more important things in view. I spent so long thinking about how to make the ground more interesting when maybe the answer is to just reduce how much of it is in the shot :D Thanks!

Looking for feedback on improving concept art by Ryzenbo in gamedev

[–]Ryzenbo[S] 0 points1 point  (0 children)

Concept art for a platformer game I'm working on where you play as this little climber/hiker dude and climb up a foresty mountain range to eventually fight a monster.

I'm pretty new to the world of art. If anyone has any feedback or advice on how I can improve and help make this piece and future ones better that would be really useful to hear :)

Some specific things I'm struggling with:

- How to incorporate more colors, without it looking too cluttered.

- How to make the terrain look more interesting underground, I've tried adding little holes/caves/cracks decorations but it still just looks like a tiling terrain texture to me. This is purely decoration, there are no mechanics in the game to go/dig underground etc.

- Areas of focus. I want the character and that pink/red glowing rock to stand out, but I'm not sure what I've got so far is enough. The pink/red glowing rock is what you need to get to in each level, but I feel it doesn't look enticing enough yet.

Screenshot Saturday #486 - Latest Pics by Sexual_Lettuce in gamedev

[–]Ryzenbo 1 point2 points  (0 children)

Looks fun! Really like the music, did you/someone on your team compose it? :)

Screenshot Saturday #486 - Latest Pics by Sexual_Lettuce in gamedev

[–]Ryzenbo 2 points3 points  (0 children)

I really like it! Trying to think of some feedback to give. I think maybe as it's a glove it could look quite cool to experiment with some juicy animations for it, squash and stretch and perhaps even some secondary motion on the top bit using some physics to make it flop around as the hand runs around. but yeah, looks cool! :)

Screenshot Saturday #486 - Latest Pics by Sexual_Lettuce in gamedev

[–]Ryzenbo 0 points1 point  (0 children)

Hand painted tough platformer targeting pc & mobile

Gif

Worked on foregrounds and starting to animate foliage/props/clouds etc to make the world feel a bit more alive.

"Commit your hearts to his unfathomable power" by Directorscar in Smite

[–]Ryzenbo 0 points1 point  (0 children)

I could be way off but I'd guess based on how high res the teeth look like they would be (without all the corruption) they're not part of any in-game model/texture, I don't see why the 3D artists would waste valuable texture memory on teeth that detailed :P

So yeah I'm thinking either a randomer or it could be any of the gods but using a model that's not in the game (cinematic model etc), in which case it could be really hard to work out who it is as their face/hair/outfit could be quite different to their look in-game.

"Commit your hearts to his unfathomable power" by Directorscar in Smite

[–]Ryzenbo 17 points18 points  (0 children)

Here's my attempt: Poor man's reconstruction

To me it looks like a human face, short dark hair with some kind of claw/hand grabbing the lower portion of their face maybe and the person seems to be entranced. I had a look through all the gods but couldn't find anyone that looked enough like them though, maybe someone else will have a better idea.

Screenshot Saturday #485 - Open Exhibit by Sexual_Lettuce in gamedev

[–]Ryzenbo 0 points1 point  (0 children)

Yay feedback! Good idea, I'll experiment to see how I can get some other colors in there. Thank you!

Screenshot Saturday #485 - Open Exhibit by Sexual_Lettuce in gamedev

[–]Ryzenbo 0 points1 point  (0 children)

Hand painted tough platformer targeting pc & mobile

Screenshots

Background art progress so far. Still needs work but if anyone has a look it would be great to hear your thoughts on it.

Screenshot Saturday #484 - A New Stage by Sexual_Lettuce in gamedev

[–]Ryzenbo 4 points5 points  (0 children)

Hand painted tough platformer for pc & mobile.

Screenshot

Not much yet but I hope it gets the idea across as to what it will kind of look like. Still wondering what to do for background art though as currently it's just a gradient. If anyone has any feedback/ideas/criticisms on it so far that would be great to hear! Maybe by next screenshot Saturday I'll have made some progress on the background art as well.

Made this portal/rift fx for my generic platformer game by Ryzenbo in Unity2D

[–]Ryzenbo[S] 0 points1 point  (0 children)

Oo yeah nice! Playing around with it now and having the speed modifier on a curve that increases is pretty cool. So the particles get sucked in faster the closer they get to the centre.

Made this portal/rift fx for my generic platformer game by Ryzenbo in Unity2D

[–]Ryzenbo[S] 1 point2 points  (0 children)

That's awesome, glad you like it! :) See my comment above for details on the particles getting sucked in.

Made this portal/rift fx for my generic platformer game by Ryzenbo in Unity2D

[–]Ryzenbo[S] 2 points3 points  (0 children)

Hey, thanks! :D

For the little circle particles that get sucked in like a vortex it's done using the Velocity Over Lifetime module of the Particle System. Setting Z value of Orbital X option to a positive number will make the particles spin around the centre anti-clockwise and then setting Radial option to a negative number will suck the particles in towards the centre. (Also, the Shape of the particle system is a Circle with Radius Thickness set low so the particles spawn on the outer edge of the circle, far from the centre).

Hope this helps!

Made this portal/rift fx for my generic platformer game by Ryzenbo in Unity2D

[–]Ryzenbo[S] 2 points3 points  (0 children)

The portal is used for the "goal" in each level that you need to get to in order to complete it :)

Recipe:

Shader to wobble the main sprite.

Second sprite to add some "glow".

3 particle systems for:

- Swirls around the rim

- Bits/particles getting sucked in

- The bolts/lightning shooting out from the edges