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Prinz Eugn

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  1. It looks pretty incomplete so far, so it's a little hard to comment too much. The terrain color is too saturated, meaning the green is way too bright. Even for a cartoony game, that color is too garish. Bright colors can be tricky because they can be hard to coordinate well. If you want to maintain a simpler look, I would take cues from similarly stylized games. For example, your screenshots remind me of Windlands. That style is entirely appropriate to me for a browser game. Not sure if this is a future feature, but it could use more variation in the terrain, like different biomes in Minecraft. Forests, deserts, plains, etc. You already have some coloration by altitude, so I would add a few more colors in addition to what you have. Placing trees in clumps in addition to randomly would be nice, too. Also, it took me a long time to notice the little people, I would definitely think about how to make them stand out more from the ground. Here is a quick photoshop example of some of the colors toned-down:   Here's another, made more "realistic," more terrain variation in this, and some forests, and some distance fog, plus muted colors.   Good luck!
  2. I'm pretty new to Unity dev myself, but it looks like maybe the ball does not get any velocity until you click (triggers GameStart), and you are setting the ball position to the paddle position in Start ( ) in Ball.cs. If your paddle is close enough to the LoseCollider (your thing below the screen), it may just trigger it right away.   EDIT: Sorry wrote this before, and didn't see your response above! Maybe try setting the ball position to some manual xyz (until GameStart) and see if it still triggers?
  3. Is there any contact info in the readme? I would contact the person if possible to simply ask permission. Worst case is they say no.   I think it's likely from what they wrote that they were simply worried about someone taking their art and claiming it as their own (shoving it into their own art pack), rather than someone actually using it as intended as a game sprite (or they wouldn't have released it in such a format). This is coming from someone who has slapped together sprite packs and handed them out like candy. I simply ask for a credit somewhere, and I'm afraid I didn't bend over backwards researching the licenses when I made mine so I can imagine there might be a gap between their intention and strictest interpretation of their wording.   Of course, their intention may have also been to release the resources for use in non-commercial games only, so I would really just see if you could their permission directly.   And if it really is Micky Mouse, you have a bigger problem to worry about, as Frob pointed out.
  4. I'm plugged into the Halo fan community, nice to see some love for the Collection outside of it.
  5. To me it looks like it needs one of those one-word titles. It's a shame "Myst" is taken.... maybe "Mirk" or an old English derivative like "Myrke"? The Gloom? Dim?   Or that could be the main character, although to me it would make sense for his name to be some synonym for light, like something based off of luminous, like Lumino or Lume. Or flourescent, phosophorescent, lantern ("Lant"), etc. Torch is good, too. Having a "Y" at the end makes names sound more childish.
  6. One year anniversary! I will try to fix all the remaining typos this weekend.   Thank you all for the support!   EDIT: Fixed! Just comment if you have any more feedback, I'll be notified automagically.
  7. Simply put, the first screenshot looks like it comes from a game I would pay money for, the second one doesn't.   I think if you can't find the money/time to make your assets look acceptable in a project, you need to consider going a different route because honestly it drags the whole thing down. Two ways of doing that are by limiting yourself to existing royalty free art or cutting down the number of assets you need to a level where you can afford to buy them or polish them yourself. You could always try to find a useable easy style (ala South Park or the like). It doesn't matter so much if you're just doing this to practice, but if you're going to try to put it on the market it really matters.
  8. Well, you're going to have to practice a lot to get even remotely close to that level... physical sketching plus digital work is probably the best way to go, pencil's a pretty forgiving medium and free software was already mentioned.   Actually, I wrote an article that hopefully you'll find helpful. It's for people who aren't artists, but want to start creating good 2D assets: http://www.gamedev.net/page/resources/_/creative/visual-arts/the-total-beginner%E2%80%99s-guide-to-better-2d-game-art-r2959   Good luck!
  9. "We have a functional interface people are used to, better change it because it's been an arbitrary amount of time." is definitely what it feels like sometimes as the end user.
  10. This is all happening in the town where I'm from, looks like I moved away 7 years too early :'(    My friend got a good video of it though:  https://www.youtube.com/watch?v=dCXpurlgPN8     Supposedly various Atari people have always denied it even after it didn't make sense to, but I've only heard of it as a bizarre fact, not a "legend". 
  11.   Shameless plug, this might help with these ideas: http://www.gamedev.net/page/resources/_/creative/visual-arts/the-total-beginner%E2%80%99s-guide-to-better-2d-game-art-r2959   I think it would be interesting if you each element had it's own weapon type associated with it, so swords are fire weapons, scythes are shadow weapons, axes are earth weapons, etc. So between that and the effects it would be pretty obvious what kind of weapon you had.   In terms of shape like SwiftCoder was talking about, historically hand weapons have an enormous variety that fiction hasn't really tapped into: http://www.himalayan-imports.com/khukuri-history.html   http://www.brooklynmuseum.org/home.php   http://impressivemagazine.com/2013/06/18/brutal-medieval-weapons/
  12. Eh, it would probably be fine, but I would try to think of something a little more creative. Giant eyes and tentacles I think are overplayed monster elements, unless you had a unique spin.