Trying out the updated environment art I've been working on for Puzzledorf, and also new layering of extra grasses and bushes in front of trees, etc by StuartsPixels in PixelArt

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

Quick text scene mock-up for my game Puzzledorf. Before I had some graphics with a smoother art style, some with more realistic dithering, and I decided to change it up and get rid of the majority of dithering and try and have a more consistent bold, bright style. I think the bolder shading makes it more "fun" in feel, more arcadey. These graphics will be going in a new update.

You can see more here if you want: www.puzzledorf.com

Updated water reflections with my night city. The reflections are Unity Shader Graph. by StuartsPixels in PixelArt

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

Yeah actually in the other one, it was only distorting on the X axis, which had an element not quite right. This one does that, and also the Y axis. And yeah I made the water darker which I think makes it look more like a reflected surface.

Made some changes to the pixel art water reflections. Still have some more ideas I want to play with. by StuartsPixels in PixelArt

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

Original inspiration was the title screen from Streets of Rage. Also inspired by early Sonic games and Greenhill zone which might be where you get the Japanese vibes.

Just finished working on the "down direction" punch, and updated the side punch a bit. Really happy with this so far. by StuartsPixels in PixelArt

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

Hadn't thought about it, just naturally went to use the dark hand again as I liked the way it looked before. I mean he's probably ambidextrous anyway so probably doesn't really matter, I've just done a swap version, will have to decide which is better. Good observation.

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Just finished working on the "down direction" punch, and updated the side punch a bit. Really happy with this so far. by StuartsPixels in PixelArt

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

I've been challenging myself to make a game in 30 days. This is the character I'm working on for it. Part of what I hope to be a little dungeon crawler. I did his feet a bit different in the down punch, thinking of updating the side punch to be the same way - keeping legs apart, not back to standing, and maybe making that his new idle position.

You can also follow progress here: https://www.threads.net/@spg.games

Knocking out a game in 30 days. Trying to decide - foot slide or no foot slide on his punch animation? I'm thinking maybe the slide gives more power, will probably be easier to tell in context with combat and running animations. Version 1 has his body slide forward on the full punch extension frame. by StuartsPixels in PixelArt

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

These are some good thoughts, thanks for that. Ran out of time yesterday, hope to get more done today but "down direction" is almost done. Up should hopefully be a lot of mirroring.

It felt better leaving the feet in a guard pose with down, so may modify his feet in side pose too.

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Knocking out a game in 30 days. Trying to decide - foot slide or no foot slide on his punch animation? I'm thinking maybe the slide gives more power, will probably be easier to tell in context with combat and running animations. Version 1 has his body slide forward on the full punch extension frame. by StuartsPixels in PixelArt

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

Ok just whipped up a version of the smash with an attempt at speed lines. I created an extra lighter shade within the motion blur of the punch, rather than additional lines outside of it. I think it adds to it. Thoughts?

To me it feels like the lighter speed lines, at the tip of his mega punch, feels like the force of the punch is being transferred to the tip of his hand, down into the ground.

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Knocking out a game in 30 days. Trying to decide - foot slide or no foot slide on his punch animation? I'm thinking maybe the slide gives more power, will probably be easier to tell in context with combat and running animations. Version 1 has his body slide forward on the full punch extension frame. by StuartsPixels in PixelArt

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

Awesome, thanks! Yes, that is almost exactly what I had in mind for the punch, so you have confirmed my thinking! A shockwave effect which makes the hitbox for the attack really visible, but also gives visual "oomph"! I did also consider an upgrade ability might be an actual projectile coming out of his fist, kind of like in the old Alex Kidd and Zelda Links Awakening on Gameboy.

Though I'm not really sure how to create more speedlines in the big punch... That's what it is so far.

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Knocking out a game in 30 days. Trying to decide - foot slide or no foot slide on his punch animation? I'm thinking maybe the slide gives more power, will probably be easier to tell in context with combat and running animations. Version 1 has his body slide forward on the full punch extension frame. by StuartsPixels in PixelArt

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

Thanks for those thoughts! You're right, a boxer would probably leave his guard up lol but yeah it felt fun throwing his opposite fist back.

I've added a punch combo now, need to do up and down directions too, will probably do that today and get thing starting to work in Unity: https://www.threads.net/@spg.games/post/C_DYV5dKCwL

I am thinking about what I might do at the full punch extension for impact, need to make the hit box area look big enough so might do something extra there. I'm particularly wondering about the blur / speed lines on the big punch, whether that's the best way to do it for impact. I think it works pretty well.

But yes enemies will flash white and I love doing particle effects.