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Author Search Results: 'Kurofelis'

We found 5,138 matches.


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Viewing 1-30 of 5,138 matches. 1 | 2 | 3 | 4 | 5 | 6 | 789172

1.

None

Topic: Advance Wars Dual Strike Sprites

Posted: 11/22/09 07:33 AM

Forum: Art

Look for sites like "Spriter's Resource" or "Sprite.com"

Or something like that. Some of those sites have the complete set.


2.

None

Topic: [shmup] Cyberpunk Level

Posted: 11/15/09 07:17 PM

Forum: Art

Some enemy concepts.

A- The Sawfish

Has two energy blades that it will use to try and hack at the player, each strike does immense damage. However, the attack is hesitant, since it is not a kamikaze attack, so it is slow enough to intercept easily. Has lots of health to counter that.

B- Super Canister

Canister ships are launched from catapults either mounted in individual emplacements or in large ships. These canisters are massive death machines, capable of deploying "swarm" ships and deadly rates of fire with the vulcan cannon on its nose. However, these are slower than regular canisters due to their size and insufficient propulsion.

These will only be encountered on harder levels, or later ones, with more enemy firepower.

C- Canister Ship

Has a single small gun on its nose.

Here, I will describe movement of the ships. The canister ships are launched from catapults at high speed, in a straight line.

If not shot, they will later approach the player, possible from behind.

These are faster and weaker than the former canisters.

D- Canister Catapult

Launches regular Canister ships

E- Barricade Mine

When the player reaches a certain point, this wall like thing will shoot up from the ground and blast the player with an intense, but not unavoidable, wall of bullets. Destroying the port from which it launches is difficult, but not impossible. The mine itself is indestructible.

This variant has a regular rocket tip, but in later levels, ordinary gun turrets could also turn out to be barricade mines, forcing the player to try to destroy everything.

My scanner scans things with extra light, it seems, so everything seems pale. I edited it in PS to make it look like it used to be.

[shmup] Cyberpunk Level


3.

None

Topic: [shmup] Cyberpunk Level

Posted: 11/10/09 06:49 PM

Forum: Art

At 11/10/09 06:15 PM, FatKidWitAJetPak wrote: ***I will make that ambience for you guys and see if it suits. All i have right now is this and im not sure if its punkish or not heeh.***

Good for a "stage" part, but Boss battles need much more intensity, as you probably know.

Idea for "Gate Guardian".

If you deal enough damage to it, it drops off to fight you, becoming much more difficult in the process.

Once it drops off, you have the option of destroying it and taking another road (or another bonus), or ignoring it and shooting open the gate, bypassing it.

TLDR;

2 stage miniboss/boss

1- Stuck to the wall, shoots at you

2- Off the wall, shoots more and moves more

Aside from the numerous cannons, it also has a pair of tusk things to flail around with if the player gets too close to its front.

[shmup] Cyberpunk Level


4.

None

Topic: [shmup] Cyberpunk Level

Posted: 11/10/09 04:36 PM

Forum: Art

At 11/9/09 09:45 AM, Re2deemer wrote:
Maybe have a mini boss fight before this point.

How about ON that point?

I'll do that later.

For now, I'm just posting what I stuck in the other thread earlier.

[shmup] Cyberpunk Level


5.

None

Topic: Art Forum Game [Discussion]

Posted: 11/07/09 07:05 AM

Forum: Art

At 11/7/09 06:47 AM, TurkeyOnAStick wrote:
... OR if we did our level "text book style" we could have pop-up labels that inform the player what the organisms are meant to represent (just a name), as well as giving them the opportunity of blowing 'em all up and getting a medal for it.

Outside of the realm of group level concepts, I think it would be interesting to have a bestiary of all of the enemies, with descriptions from the artists who made them, optionally. In order to get the enemy in it, you'd have to destroy a certain amount of them.


6.

None

Topic: Art Forum Game [Discussion]

Posted: 11/06/09 07:29 PM

Forum: Art

Cyberpunk ship concept

Basic, first one, and an upgraded version, with a port for an additional weapon.

Art Forum Game [Discussion]


7.

None

Topic: Epic Quest! [ngcyomspa]

Posted: 11/02/09 03:58 PM

Forum: Art

Use Evard's Tentacles to upgrade your rather weak staff.


8.

None

Topic: Felis's Sketchbook

Posted: 11/01/09 07:52 PM

Forum: Art

I look at some earlier pieces in this thread and think "Oh my God, that's worse than I remember it."

It makes me want to start a new thread, but I already did that restart crap once.

I can never do happiness in practice. Maybe I've never tried, or maybe it's because I'm never really in the right mood to doodle smiles that aren't sultry.

I guess you could call this "Annoyed", "Distracted", or maybe "Nagging".

Hands are off, again. Hard to do little. Some things I erase but can never get right again, or just leave a huge eraser smudge.

Felis's Sketchbook


9.

None

Topic: Art Forum Game [Discussion]

Posted: 10/21/09 04:22 PM

Forum: Art

At 10/20/09 08:39 PM, BlackmarketKraig wrote:
Circuitboard/computer virus level

Think that should be expanded into a more broad Cyberpunk theme? It's not like it would hurt anything.

Steampunk level

Did some enemy concept sketches on this.

Art Forum Game [Discussion]


10.

None

Topic: Art Forum Game [Discussion]

Posted: 10/19/09 07:56 PM

Forum: Art

At 10/19/09 07:51 PM, Endless-Psychoticism wrote:
Extra levels could be unlocked through doing something specific in certain levels(score at least a certain amount, destroy every enemy, don't even fire a shot in a level, etc.).

I was thinking about bonus levels too. Maybe even a branching path that takes you to a different boss. You know, Star Fox style.

Also like Star Fox, I would make the branch path the 'hard mode'.


11.

None

Topic: Art Forum Game [Discussion]

Posted: 10/19/09 05:16 PM

Forum: Art

At 10/19/09 04:50 PM, Knocturne wrote:
Yeah, well, it's four levels but there are different types of dreams each level, there's micro sleep in stage one for instance, wet dreams in 3, night terrors in 2 and nightmares in four. There could potentially be around eight or nine stages in that formula.

That sounds good.

Except, you know, like how you get some dreams that are just like actual life, and then those ones that are constructed of absolute fantasy and have no bearing on memory or life procedure?

I think that could be incorporated, if it's a good idea. Start like something normal, boring dreaming, then gradually become more dreamlike and fantastic.

Of course, I wouldn't have the boring dream be a stage. Just the into to the first level or something.


12.

None

Topic: Art Forum Game Collab [voting]

Posted: 10/18/09 08:17 PM

Forum: Art

How about letting the guy who got an A in creative writing have a go at the story, hm?

In the distant future, creativity was in a decline. The fearful National Endowment for the Arts and Humanities set up a vault to contain any of the rapidly deteriorating creativity.

Hundreds of years later, after the creativity decline was proved to have only been a record breaking burst in the amount of terrible fan fiction and original energy was up to normal, the vault had been forgotten.

However, creativity multiplies exponentially n the presence of itself.

The creativity vault explodes and sends creative energy all over the planet. Many wondrous and confusing things simply appeared out of nowhere, and things living and inanimate began to mutate into things that had once only appeared in the deepest vestiges of the creative mind. Things that could not possibly exist, that defied every law of nature and broke several theories.

Most of these things began to rampage about, multiplying creative energy and making everything much more odd. And worse.

With all civilization in chaos, some have used their creative energies to create good things that have the chance to bring the boredom of peace back to the world.

Meh.


13.

None

Topic: Art Forum Game Collab [voting]

Posted: 10/18/09 01:13 PM

Forum: Art

At 10/18/09 12:18 PM, J-qb wrote:
I dont think that would be very hard at all.... It would be a bit harder to hit your enemies though. But that would be nice, since it allows us to have some more difficulty without just adding tons of enemies.

I think the key would be to absolutely, positively make sure that that system works for gameplay and works correctly. If a game is made more difficult by the system being broken, then everything's just piss, because the system is the entire base of everything.

I'm not sure if controlling in isometric is the best idea, anyhow. If you're not positioned right, after all, you could miss shots that could prove vital.


14.

None

Topic: Art Forum Game Collab [voting]

Posted: 10/17/09 08:00 PM

Forum: Art

Level ideas, for unknown speculation. Not in order of encounter.

1- Going down the barrel of a gigantic gun.

2- Inside a Huge Storm, a la that one level in UN Squadron.

3- Up Somebody's Ass. No, really.

4- A Deranged Doodler uses his pencil to draw your foes. Catch up with his initiating instrument and break the graphite.

5- Through a Fireworks Show. Preferable one with massive amounts of fireworks to make it a dodge fest.

6- To the Center of the Earth.

7- Through a tempest of a fleet's anti-interceptor fire, to get to the boss and ram it like a true samurai. After exposing its weak point.

Meh.


15.

None

Topic: Art Forum Game Collab [voting]

Posted: 10/17/09 08:19 AM

Forum: Art

At 10/16/09 09:24 PM, angryglacier wrote: Story idea:

Just needs some goofy.

Because, how are you going to try to have a serious story with various levels of bullshit trying to kill you? It's injustifiable unless it's totally doof.


16.

None

Topic: Mutant Cereal

Posted: 10/16/09 04:00 PM

Forum: General

At 10/15/09 08:44 PM, Samen wrote:
At 10/15/09 05:51 PM, Kurofelis wrote: I opened up some Panda Puffs (Peanut butter cereal. Organic, not like I care), and listened to the clinking of puffs crashing into ceramic. Then, there was a PLUNK.
Huh, where I live that cereal is marketed as Gorilla Munch.

Gorilla Munch is different, I believe. It's sort of like regular puff instead of peanut butter. The company that makes them is rather odd.

Oh, and here's another pic. Before I devoured the thing. I took like four.

You can see the shininess of the peanut butter. And the lovely tablecloth.

Mutant Cereal


17.

None

Topic: Mutant Cereal

Posted: 10/15/09 08:42 PM

Forum: General

At 10/15/09 05:53 PM, Welbanks wrote:
How is it?

It's pretty fine, actually. Doesn't taste like most organocrap.

At 10/15/09 05:53 PM, AlphaCentauri wrote:
The mutated snacks usually taste bad imo.

It didn't taste so bad this time.

Which is funny, because the thing was pretty much a glob of peanut butter with puffs in it. You don't often find raw material with the finished.


18.

None

Topic: Mutant Cereal

Posted: 10/15/09 05:51 PM

Forum: General

Ever have those really screwed up bits of cereal?

The odd things that you sometimes find in boxes. The most common being stuck-together cheerios, some horrifying examples simply blobs of crunchy stuff.

I opened up some Panda Puffs (Peanut butter cereal. Organic, not like I care), and listened to the clinking of puffs crashing into ceramic. Then, there was a PLUNK.

I looked, and I found this beast. It looks to be a glob of unfinished panda puff assimilating several others.

I put it next to another Panda Puff for reference.

And then ate it.

Mutant Cereal


19.

None

Topic: Art Forum Game Collab [voting]

Posted: 10/15/09 05:42 PM

Forum: Art

At 10/15/09 08:28 AM, Fleshlight wrote:
As long as that shooter isn't mindlessly boring/repetitive, it could work.

Hell no, it won't be boring. It'll HAVE to be enemy spam, arcade hard, and have gigantic, computer-slowing bosses shooting sixty humongous lasers out of their robotic rectums.

Ideally.

20.

None

Topic: Art Forum Lounge

Posted: 10/11/09 09:54 PM

Forum: Art

At 10/11/09 09:45 PM, Kinsei01 wrote:
At 10/11/09 09:42 PM, Kurofelis wrote:
Medals, My bad,
didn't realize it until after,

I just needed an excuse to be immature after a weekend of stone faced tight assed TF2 marathons.

But yeah, there should be medals. They would have to depend on what's in the art, of course. The artists should be individually and....groupily, consulted on those manners.

<-- Needs a thesaurus.

21.

None

Topic: Art Forum Lounge

Posted: 10/11/09 09:42 PM

Forum: Art

At 10/11/09 09:38 PM, Kinsei01 wrote: would/Should we have metals in our game?

Definitely. Gold, iron, hell, let's throw sodium in there as well.

Art Forum Lounge


22.

None

Topic: Art Forum Game Collab [voting]

Posted: 10/11/09 09:13 PM

Forum: Art

Scrolling Shooter.

Better Epic Boss oppurtunity.


23.

None

Topic: Art Forum Lounge

Posted: 10/11/09 08:00 PM

Forum: Art

At 10/11/09 04:27 PM, TurkeyOnAStick wrote: don't know how to handle a collaborative design of the playable character ... evolvable? interchangeable weapons?

In an epic battle against all kinds of evil and some sorts of neutral who get in the way, a band of heroes waits for each other at a certain point where the heroes have the unfortunate condition of falling apart into gory chunks. Once a hero gets to this zone, they pass the bomb of righteous will to the next hero, who will bring it further to the Big Ben, the source of no evil whatsoever.

In a nutshell, I would make it a sort of relay thing.

or maybe a 2D shooter form of hot potato.

24.

None

Topic: Team Fortress 2 Crew

Posted: 10/09/09 05:09 PM

Forum: Clubs & Crews

At 10/9/09 01:58 AM, HeavyTank wrote:
Well, in Badwater, I build on the roof immediately after building a teleporter closer to the first point. Mainly because I don't know where an effective spot would be there.
WHy the hell do you do that?Advance with your team and build your sg close to another engie's..trust me, your team (or you) are not helped in anyway by doing this...

Actually, since only a rather badly unbalanced pair of teams can keep the kart from moving to the first cap, it's best to go roof. On the first stage of Badwater, there are dozens of points SGs can be outflanked, outranged, or simply knocked down by ubers like bowling pins.

Once there is a fortress on the roof, however (one doesn't work. Need at least two), the enemy team simply cannot advance. It's difficult even to assault the roof, unless the roof guardians are complete idiots, because of the number of sentries, as well as numerous dispensers and teleporters constantly bringing reinforcements to fight the advancing enemy on the flank.

I've seen many games won this way. Almost all of them, in fact.


25.

None

Topic: Zelda 2010-2011?

Posted: 10/08/09 09:49 PM

Forum: Video Games

At 10/7/09 08:41 PM, Maverick-Alex wrote:
And the Twilight Princess gave in and almost cloned Ocarina of Time and was given realistic look and "BROWN IS REAL" treatment?

The hell are you talking about?

It's less "Brown is Real" than "Insane oversaturated oil-flaiking" treatment.


26.

None

Topic: Team Fortress 2 Crew

Posted: 10/08/09 08:11 PM

Forum: Clubs & Crews

At 10/7/09 09:12 AM, ParadoxVoid wrote:
At 10/7/09 08:55 AM, WooldoorSockbat wrote: Ive never heard that, I need to play spy more often.
Yeah, I'm not surprised. It's not very often that you'll get a domination against a Scout.

I've heard the one about the Scout running fast and dying a virgin before, but never the "rainbows make me cry".

Usually you get the dominations through backstabs, and honestly, has anybody been able to consistently backstab scouts?


27.

None

Topic: any one like it

Posted: 10/04/09 07:02 PM

Forum: Art

At 10/4/09 06:24 PM, GrumpyTom wrote: N'awww, I miss guys who steal art... I like the constant flow of ball kicking that happens when the fucker's been caught.

It's only funny when the image steal isn't painfully obvious.

Like this one, a largely known and circulated image that's existed forever, is.


28.

None

Topic: Team Fortress 2 Crew

Posted: 10/04/09 08:31 AM

Forum: Clubs & Crews

At 10/4/09 07:02 AM, ThoseSneakyFrench wrote: you try to explain that the airblast puts people out,

Although I constantly extinguish people like that, I wouldn't blame somebody for wondering how a release of flammable gas puts out a fire.


29.

None

Topic: Felis's Sketchbook

Posted: 10/03/09 08:47 PM

Forum: Art

At 9/24/09 09:31 PM, Dalenbourg wrote: Looks good, a few bits of anatomy are off, and some emotions seem blank and unrealistic,

Mind naming anatomy? Other than the hands, I know they're fucked. They're better when I draw large...

But yeah. No emotions, quite.

It's supposed to be that way for this person. She's supposed to look sort of disturbingly doll-like.

And I think I'm finally getting the proportions consistently the way I think of them to be for this character.

Felis's Sketchbook


30.

None

Topic: Art Forum Lounge

Posted: 10/03/09 08:08 PM

Forum: Art

At 10/3/09 04:41 AM, idiot-monarch wrote: Do I really suck that bad?

My late suggestion: Look at the reviews, not the scores.

I've been taking Watercolor classes, but I can't scan my Watercolors because the water sort of buckles the paper. Anybody know how to fix that easily?

Meaning, a way to stretch the paper so that it doesn't wrinkle, in an easy to do, noncomplicated way. Without specialized equipment.

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