MGDC Forum Index 2D Art Vyrus 2D groundworks by kelzero
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Vyrus 2D groundworks by kelzero | #1 |
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Quite a regular
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Joined: 2006/12/1
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1st week log:-
Kelzero reporting here. We begun the Vyrus project shortly after moving in to the Notathing team's main branch office, our home in Cyberia. The first meeting was held by the 3th of November 2007 to discuss the job procedure and task division. As hired to, I was entrusted to become the 2D artist for the team. Ranging from, well, everything as far as .jpegs to .pngs are concerned, I am responsible fo them. For now the textures are my primary concern. ![]() The logo of this game, never know this is gonna be in the finalized version or not, but for now we'd stick to it. It represents valor, bravery and lots of nonsense. Here's some walls created during the 1st week period. and the design concepts of the antivirus which is low in quality because it was dark and I had no scanner. Gonna work on more concepts and walls during the next week. Gonna add:- 3 floor concepts :- the normal tile the skidding tiles the enemy spawn points warp access 4 wall concepts (may depend on the models first):- Normal walls (rectangle and triangle shaped) Bouncing wall Spiky wall more antivirus concepts. Milestone set for the next week includes the floor textures and at least the bouncing wall and spikes prototype concept. Kelzero over and out. |
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Posted on: 2007/11/11 23:36
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Re: Vyrus 2D groundworks by kelzero | #2 |
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Quite a regular
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Joined: 2006/10/18
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Nice textures. But I must comment on the logo.
It took me a while before I realize that was actually a word. Some tweak is needed to make it readable imho. Colour wise, could use some more vibrant colours. Logos are designed to stand out. So more vibrant colours should be better. ![]() |
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Posted on: 2007/11/12 21:06
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Re: Vyrus 2D groundworks by kelzero | #3 |
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Quite a regular
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Joined: 2006/12/1
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I see I see... I'll modify it later during the polishing stage, gotta prioritize the textures first. Thanks for pointing that out :D
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Posted on: 2007/11/13 19:37
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Re: Vyrus 2D groundworks by kelzero | #4 |
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Admin
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Joined: 2006/10/16
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Quote:
It actually look like this, with a black background. |
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Posted on: 2007/11/13 21:49
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Re: Vyrus 2D groundworks by kelzero | #5 |
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Quite a regular
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Joined: 2006/12/1
From
Posts: 70
Level : 7 HP : 0 / 157 Group:
Member ![]() |
2nd week log:-
Continuation from last week's work, according to the milestones set, I've done the floor textures and the concepts for the spiked walls and bouncing walls. Floor textures:- Here's the concept for the spiked walls and the recoils. ![]() for Rizal, our game designer, here's the textures for you to play with when you're designing the levels. all of the texture size are 50x50 pixels and in jpeg format. FLOORS:- normal type- dash type- warp portal- ![]() spawn point- WALLS:- normal box- gate(substitute, because the real one hasn't been designed yet)- ![]() Milestone set for next week development includes:- diagonal slopes. concept for antiviruses concept for rank up items, weaponries (Stealth, Juxtapose, Paralyze) and key. Hopefully if I get the unwrapped textures for the models I'm gonna add it to my list of tasks. |
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Posted on: 2007/11/19 20:55
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Re: Vyrus 2D groundworks by kelzero | #6 |
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Quite a regular
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Joined: 2006/12/1
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Level : 7 HP : 0 / 157 Group:
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New textures for Rizal to play with, this time a 50x50 pixel 45 degree block slopes. Each ones a png file.
![]() ![]() ![]() ![]() |
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Posted on: 2007/11/24 19:35
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Re: Vyrus 2D groundworks by kelzero | #7 |
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Just popping in
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Kel, can i have the new designs as soon as possible? I'm gonna go outstation from thursday to sunday so need to get the models done before going.
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Posted on: 2007/11/27 22:43
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Re: Vyrus 2D groundworks by kelzero | #8 |
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Quite a regular
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Joined: 2006/12/1
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Posts: 70
Level : 7 HP : 0 / 157 Group:
Member ![]() |
3d Week Log:-
Sorry for the uphold, getting busier each week. We're getting there...... More concepts:- Moreantivirus concepts. ![]() Rank items that gives the player some boost in power and other stuffs. ![]() Weapon containers that holds the special weapons for the player to manipulate. ![]() Next week's milestone :- Texture the spikes that was modelled. Texture the spikes that was modelled. Texture the spikes that was modelled. fix some stuffs. for rizal, changed warp point concept. >> ![]() @jiwo -> settled, given the concepts online earlier this day. |
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Posted on: 2007/11/29 0:45
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It took me a while before I realize that was actually a word. Some tweak is needed to make it readable imho. Colour wise, could use some more vibrant colours. Logos are designed to stand out. So more vibrant colours should be better. 














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