Posts Tagged ‘gfx’

Graphics update complete!

Posted by (twitter: @SirGFM)
Thursday, September 5th, 2013 5:26 pm

Focusing on the post-compo is starting to pay off. Except for the HUD, particles and background, every other graphic has been redone. As soon as I finish reworking the graphics, I’ll begin to modify the gameplay. That will be the ‘post-compo version’. I plan to later redo the game itself, adding enemies, waves and bosses (there’s already a new ship, though :)).

I usually make a black and white sprite and then use an “multiply” layer to color it. This helps me to make sprites quickly (as I don’t have to bother select exact colors every time, only the tone) but makes the sprite somewhat plain and boring. Now I’m using 8 tones with 4 shades each, what made everything better looking (and clearer).

Take a look at the boss graphics evolution:

gfm_ld27_gif7

Last post from me!

Posted by (twitter: @RawBits)
Sunday, August 26th, 2012 11:10 am

OK, I have added all the functionality to the engine except the HUD and possibly a game menu. All tiles and sprites are done. Here is some proof:

*No I  didn’t wanted seamless texture!

See the previous post for a video of the features! 😉

 

Next is the HUD, game menu, and maybe some sfx.

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