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Messages - Marscaleb

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Hello folks, I was hoping I could get some feedback on some character designs I've been working on for a game I'm making.
This is for a 2D platformer with a cartoony design.  I'm making three playable characters.

I'm looking for any feedback at all on these designs; let me know what you think.  Be honest; you don't need to sugar-coat anything.
Also I have a couple different versions I've sketched out and I'd like to see which ones people like the best, and I've created a poll for them.  But feel free to give a reply on what you do/don't like on any of them.

One of the designs I'm implementing is that when the player has one hit left, part of their attire get blown off.  (Like in Ghosts n' goblins, when you lose your armor.)  The design on the far left is the one that represents this "no armor" state.

First of all, this is the mage.  I'm pretty satisfied with his design so I never created different variations.  But I'm still interested in feedback about his design if you have anything you want to say.


Next up is the reaper.  I was originally planning for her armored version to just be a generic cloak, but I've been thinking lately that I should have something more distinct; something more unique.  So I drew some different sketches of some different ideas, and I'd really like to know which of these people like.  (You can vote for multiple choices in the poll.)



And finally, the ranger.  I just have a couple different variations on her outfit.  With and without a pauldron, and a shoulder cape.



And for context, here's a sample scene with some slightly older versions of these characters if you want to see what kind of visual environment they are designed for: https://imgur.com/cZ4oR6L
Let me know what you think!

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Turok 2 Seeds of Evil Modding/Mapping / Is the lighting fixed yet?
« on: August 31, 2019, 06:11:24 PM »
Hello fine folks!
I recall looking into Turok 2 mapping about two years ago or so, and the one thing that disappointed me was that the editor had no way to create lightmaps, or rather, no way to creating lighting/shading in the levels, even though there is lighting/shading in the original game (through what I would assume are lightmaps.)

Since it's been a while, I'm curious if this feature has since been implemented, or if there is some kind of official word on why this would be impossible, or if there are fan-made workarounds, or what?
How does lighting stand in Turok 2 mods as of today?

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Anything Else / Re: BlockBuster and Hastings
« on: March 29, 2018, 01:27:07 AM »
I never saw a Hastings until I moved to Utah.  And in fact, that Hastings is still there.  Well sort of, they closed down and then re-opened the store under a new name.  It's now "Entertainmart" but they do the exact same business as Hastings.  Might be different owners or something; I wouldn't know.

But honestly, I haven't rented a video game since the days of the Nintendo 64.  (Or then again I might have rented something once on the Gamecube, but I don't really recall.)  The reason being that I prefer to own games, not just rent them.  And ever since I had a job, I've had the money to buy them.  Renting games was only I thing I did when I was a kid, when it was my parents' dollar.

It's not about rental prices or store locations, but if I like the game I want to own it, not just play it for one week.  And I hate to rent something, decide I like it, and then buy it.  That means I spent more money than if I just bought it to begin with!

I think the model Hastings/Entertainmart use was that you can rent something and if you want to buy it the rental money can go toward your purchase.  That's pretty brilliant and I would have made more use of that were it not that for the past few years I've either been broke AF or I've been too busy working on games to be able to play any.  I would have rented a lot more games if the stores near me did that back in the Gamecube days.

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Are toy planning to make 3d models for any of the turoks games?

I've started on some high-resolution 3D models, but I don't know if/when I will post them.

To be honest, I'm still a bit unsure about what I will be doing with this project.  I really want to make a game that's basically a TC of Turok 2.  But as I look into it, I feel as if I would be better served building it with a different engine that affords me more options; something where I can make changes to the game's code if need be.
I'm leaning toward building it as a Doom mod, but I also keep thinking that I want to build it with Unreal so I can better utilize full 3D.

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Or is there an in-universe explanation for it?  Like some niche use-case the manufacturer had in mind, or being modded by some meathead who just thought it looked cool?  Or does it serve an actual gameplay purpose, like some kinda gun-fu shenanigans?

What, you've never used a gun to open boxes and letters before?

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Hello people!
I've been sketching ideas for some weapon designs this week and I'd like to share them.  Please offer any feedback on them, good or bad.

They are just sketches at this point, but try to think of them from the perspective of seeing these designs (in a finished quality) in a game available on Steam and the like.  (That's the level of quality I want to achieve.)  The setting for the game is one that takes place in an unspecified time in the future.  What would be your reaction from seeing these guns in a game?  What would you expect of this gun?  What would you expect from a game with guns like these?
Or just, give normal feedback on the guns.

Some of these have alternate versions of the same weapon.  Let me know which you like better.










An alternate version:




An alternate version:






An alternate version:






My next step would be work on first-person views and 3D models, but I'd like to get some feedback while it is still super easy to make changes to the design.

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This mod makes me so happy!

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