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Re: Superku reboot
[Re: achaziel]
#371332
05/20/11 00:13
05/20/11 00:13
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Joined: Sep 2003
Posts: 6,861 Kiel (Germany)
Superku
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Thanks for your input. @ratchet/ all: I would love to create such amazing art assets but it's simply not possible (for me), I'm the coder, level designer, modeler (and animator), texture painter and play tester of my game. If I had more time, I myself would go with a colorful game. It's not (just) an art decision. @achaziel regarding Superku World: I think it's pretty difficult to handle a bright and colorful scheme, esp. if you're not the best artist. Btw. the game was never meant to a bright platformer like Mario, more like the old Metroid side-scrollers. EDIT: First version of new effect/ gameplay element: hidden areas:
Last edited by Superku; 05/20/11 02:24.
"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual Check out my new game: Pogostuck: Rage With Your Friends
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Re: Superku reboot
[Re: Rondidon]
#371343
05/20/11 08:21
05/20/11 08:21
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Joined: Apr 2008
Posts: 2,488
ratchet
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@Superku: I understand you very well. Great indie games also privileges gameplay and artistic direction and not overdetailled graphics to be able to finish the game. But really some materail textures would do the job, some 2 or 4 seamless textures per theme would od the job i think ! It's not big work t ochange the texture you use by just another one In fact simple seamless material texture instead of actual texture would do the job ! And i think you can find free ones on internet to use ! Anyway , amazing ... keep it up !
Last edited by ratchet; 05/20/11 08:32.
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Re: Superku reboot
[Re: ratchet]
#371366
05/20/11 13:31
05/20/11 13:31
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Joined: Apr 2008
Posts: 2,488
ratchet
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I've done a paintover with one simple seamless texture : It feels lot more engaging than the simple gray texture It's even more clear and less confusing that the grey texture !
Last edited by ratchet; 05/20/11 14:26.
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Re: Superku reboot
[Re: ratchet]
#371418
05/20/11 22:33
05/20/11 22:33
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Joined: Sep 2003
Posts: 6,861 Kiel (Germany)
Superku
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Nice try, but I won't do that, ratchet, for multiple reasons. Be aware that, with colourful/ standard textures, I cannot stand the direct comparison to Mario, Sonic, Trine, Braid and the like. The simplistic style could set my game apart, although some/ many may dislike it. Is every square really a cube model in that areas No, there are only small cubes where they need to be. The hidden effect is a shader, yes. Btw, a new "trap": elastic ground makes you slow and prevents high jumping:
Last edited by Superku; 05/20/11 22:37.
"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual Check out my new game: Pogostuck: Rage With Your Friends
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Re: Superku reboot
[Re: Superku]
#371421
05/20/11 23:23
05/20/11 23:23
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Joined: Jul 2004
Posts: 785 Serbia
Iglarion
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Great job Superku! In addition to the fantastic gameplay I think you do not have to worry too much about graphics . The game already looks great! Just make a good level structure, and keep already existing style, but with something more diferent decorative that the levels would look monotonous. Gameplay is really fantastic and this is one of my flavorite 3dgs projects. I see many new inprovements in gameplay and effect! Simply great! But one question. I can see many version of Superku games (Superku skateboard, Superku soccer, Superku World, Superku...) why you simple not concetrate only on Superku sidescroller, is pity to waste time on something else. I think this will be one really serious and profesional game. You already have gameplay who can follow Nitendo Wii standard, and commercial PC games.
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Re: Superku reboot
[Re: pegamode]
#371439
05/21/11 10:28
05/21/11 10:28
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Joined: Sep 2003
Posts: 9,859
FBL
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Re: Superku reboot
[Re: FBL]
#371504
05/21/11 19:37
05/21/11 19:37
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Joined: Sep 2003
Posts: 6,861 Kiel (Germany)
Superku
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why you simple not concetrate only on Superku sidescroller, is pity to waste time on something else. Yes, you're absolutely right. I was just creating them for fun and wanted to try multiplayer games, I do not plan to continue those (except maybe Skater) or develop even new ones. A new gameplay element: Ice (cubes) and slippery surfaces: (without bloom)
"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual Check out my new game: Pogostuck: Rage With Your Friends
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Re: Superku reboot
[Re: Superku]
#371591
05/22/11 22:47
05/22/11 22:47
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Joined: Apr 2008
Posts: 2,488
ratchet
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Ok so you'll have a new video for us ?? Well for colors , why not putting in otpions a color we would want ? Caus i have perhaps some difficult with grey variations ? But if we could pick up the main color for example : Green ,and your texture would be cubes but this time with green variations ! Jut my personnal taste !
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Re: Superku reboot
[Re: ratchet]
#371595
05/23/11 02:22
05/23/11 02:22
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Joined: May 2009
Posts: 1,816 at my pc (duh)
darkinferno
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Posts: 1,816
at my pc (duh)
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rewatching it, i think the style is quite fine, i think its just the character that sticks out as a sore thumb and because of that we're trying to get balance back by blaming the style, it just needs a different character maybe? your gonna use superku? maybe you could do different superku versions ? to me this style screams space, i was thinking maybe you could do some wall-e looking character a lil space drone with as much motion as you have in superku, or having a superku like design, i think it would be awesome in completing the scene if done correctly, u know, a superku robot so to speak, just like how theres doctor mario and regular mario and idk if bloom alone is whats needed, maybe it needs more background elements and a DOF shader or some dont change the style, just experiment with it
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