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thelefthelix

[Artwork] Eye-Candyland

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thelefthelix    160

Welcome to the artwork thread!

 

This thread contains the artwork of Up and Away's current ongoing projects, in all its various forms, along with the discussions that pertain to it. If you have some artwork that you would like to post, please feel free! We won't bite, I promise. A few things bear mentioning, however:

 

  • If you are posting an idea or suggestion that just happens to contain artwork (in other words, if we haven't heard about it yet), allow me to direct you to the suggestions thread where it can be discussed initially.
  • If you are posting very large images, or if you are quoting someone with images in their post, please help keep the length of the thread to a minimum by using spoiler tags.
  • Above all, please remain on topic as much as possible. We're quite a silly group, but please be respectful by not totally kicking the train off its tracks and into a nearby ditch.

I would also like to post the link to the doc for your convenience, where you will find updated images of each project as it stands currently.

 

Note: If your drawing hand is getting restless and you're looking for something to do, allow me to direct you to this post, courtesy of Mr. Bilbo (aka ArcticFox789 ), where you will find an updated list of the progress on current items.

 

Thank you everyone!

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simplex    2610

Will this do?

(it does not include attachments made directly to the forums, such as everything meaningful Dana posted so far, because the forums only display them to logged in members, and I'm not going to login through a script; I also had to split it in 2 posts, otherwise the forums weren't accepting it)

(and I swear in was a coincidence my name was right in the middle of the line count :razz:)

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simplex    2610

We can also use the cave one as a base, which is just slightly different. But I think that jumping bunnyman gives some very interesting possibilities:

oo24IcJ.png

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debugman18    1113

We can also use the cave one as a base, which is just slightly different. But I think that jumping bunnyman gives some very interesting possibilities:

oo24IcJ.png

Either one is extremely usable. Whichever one our artists decide to go with is the one we'll use, it's simply a matter of changing a line. :p

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lifemare    314

If anybody would care to give the cloudrealm worldgen animation a shot, here is the base atlas for it.

 

 

 

Bt78L81.png

 

So many great projects!

...I desperately need to clone myself.

 

Come on Science!! Hurry up!

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lifemare    314

Also, watching that loading animation cycle between day and night,

since we're going with permadusk, should we replace the moon with another differently looking sun?

Or is a night/day cycle still on the table?

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debugman18    1113

Also, watching that loading animation cycle between day and night,

since we're going with permadusk, should we replace the moon with another differently looking sun?

Or is a night/day cycle still on the table?

I'm not sure what to do with the sun/moon. Perhaps they should be different kinds of clouds, once peaceful, and one static.

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TheDanaAddams    574

I must say, I absolutely love how complete this project feels - no detail overlooked!

 

Good point about the sun/moon, though - I think that's a headache to avoid entirely, and just go with the Cave base.

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debugman18    1113

I pushed the latest changes to the mod. These include the new main menu, and the work-in-progress world generation screen. No major prefab changes yet.

 

So any artists who might want to work on the generation atlas, you can test it properly now. Actually, it forces the regular world gen animation right now. I'll change that line if need be.

 

Edit: Also, a fair warning. Your buttons may stop playing nice if you hit the Mod Credits button. It's a work-in-progress, so it's buggy right now.

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simplex    2610

I pushed the latest changes to the mod. These include the new main menu, and the work-in-progress world generation screen.

Awesome! I just made one small tweak: use the url as stated in modinfo.lua instead of a hardcoded one. Especially now, that'll make it easier to manage it. :razz:

 

Edit: Also, a fair warning. Your buttons may stop playing nice if you hit the Mod Credits button. It's a work-in-progress, so it's buggy right now.

I came here precisely to say that. But anyway, the mod credits are very nice! We still need to organize the names, of course, and we need to split the contributors' names across more than one screen so it'll actually fit (he), but I like what you did there.

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thelefthelix    160

Will this do?

(it does not include attachments made directly to the forums, such as everything meaningful Dana posted so far, because the forums only display them to logged in members, and I'm not going to login through a script; I also had to split it in 2 posts, otherwise the forums weren't accepting it)

(and I swear in was a coincidence my name was right in the middle of the line count :razz:)

 

Thanks Simplex, it's appreciated!

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lifemare    314

I'm not sure what to do with the sun/moon. Perhaps they should be different kinds of clouds, once peaceful, and one static.

 

That could work.

 

Is there a way to delete our own posts? :razz:

 

Aw! You didn't have to delete your comment Helix!

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simplex    2610

That could work.

Are you suuure you don't like the cave one better? :rolleyes:

I mean, in the end it's all up to what will be done with them, and you artists have a much better sight for that. I just find the base elements in the cave worldgen so much more interesting.

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TheDanaAddams    574

Are you suuure you don't like the cave one better? :rolleyes:

I mean, in the end it's all up to what will be done with them, and you artists have a much better sight for that. I just find the base elements in the cave worldgen so much more interesting.

I definitely agree - the Cave seems like the way to go, to me.

 

Plus, the Cave load background is purple, in line with our snazzy new badges. =3

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simplex    2610

I definitely agree - the Cave seems like the way to go, to me.

 

Plus, the Cave load background is purple, in line with our snazzy new badges. =3

We have our own background. We can customize anything about it. I mean, we can customize it in the same way we can a creature or item (so, through Spriter, we really can do anything). It has a build and anims. And the shadow hands are independent things (also with their own build and anims) played on top of it, so we can also replace their atlases, or even create something else entirely using Spriter.

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lifemare    314

Are you suuure you don't like the cave one better? :rolleyes:

I mean, in the end it's all up to what will be done with them, and you artists have a much better sight for that. I just find the base elements in the cave worldgen so much more interesting.

 

Had to go climb a beanstalk to check that loading screen...

It may be better than the normal one, just because of that bunnyman!

What i'm thinking is we need those Thunder Trees ready to include them there...

And we should probably wait a bit to have some more completed art to choose from, but we can definitely do something with it right now for a prealpha feel and redo it later with different stuff.

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simplex    2610

Had to go climb a beanstalk to check that loading screen...

It may be better than the normal one, just because of that bunnyman!

What i'm thinking is we need those Thunder Trees ready to include them there...

And we should probably wait a bit to have some more completed art to choose from, but we can definitely do something with it right now for a prealpha feel and redo it later with different stuff.

Since this falls into "polishing", it makes perfect sense to wait. Our core assets are the priority.

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simplex    2610

It is not very "Developer only", you should fix that.

 

I noticed. :p

 

Nothing against you coming to these lands, of course, it just became clear that something is... off.

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debugman18    1113

I noticed. :razz:

 

Nothing against you coming to these lands, of course, it just became clear that something is... off.

Yes, we cannot pin topics currently, for instance. It's not a major issue, but it'd be nice to have those abilities here.

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