Wonderful work. I really enjoy your style, all fast and loose. Very inspiring.
Not bad, but have a look at...
The Animators Survival Kit - Walk Cycle, it really breaks down every part of the action and will teach you a lot.
This isn't bad, but a little stiff in places, and the head at no point raises or lowers as the legs pass below the hips.
Awkward and funny
Enjoyed this a lot, at the end of the animation, after the cut to the outside of the house with the screaming coming from inside, i would of liked to of seen the pair of them in bed sharing a cigarette, exhausted. Would of been a funnier finish and a little unexpected after the tortured screaming. :)
Really well done with smooth controls, I did find a bug though, the "boss" ship, the white pointy triangle with a health bar that can raise a shield, well the second time it did that it collided with me and we became stuck together, neither can move, i can fire still but as it's not connecting it's not damaging the enemy ship, but the blue forcefield on the enemy craft is not going away either, we are stuck in a loop.
Other than that, very nice.
The fact that the enemy has 360 degrees of rotation to fire at you while you can do nothing but point forward and shoot leaves you at a massive disadvantage. If the enemy could move in the same fashion you do and only fire forward as well it'd level the playing field somewhat.
Also, the interface for the shop takes up more space than the area the game does, but the text is tiny and quite hard to read. Maybe redesign it so it is a little more legible.
Other than that, good effort, hopefully you can balance this out a bit more. Peace.
A couple of tips...
You shouldn't have to put in the description that the flash file takes a while to load, there are preloaders available on NG that you can simply drag and drop onto the first frame of your flash file that will let everyone know how long they have to wait before the file is loaded.
Also, your buttons are a little annoying, only the actual text is clickable, this is a little frustrating to navigate with, Stamper wrote a good little tutorial on fixing this, you should read it:
Hope that helps, peace.
I've added the preloader, but why do you think I made such a big window? To have big text! I know that tut, it's easy to do that, but really, they are some cm long!
Thanks for the tip with the preloader, though.
Instant 5/5 after the first eight seconds of the song.
Really enjoyed it, the only critique i can think of is i'd like to hear it a little faster tempo, other than that, great work.
Love the groove
I'd like the quality of the vocals to be a bit cleaner, but other than that i really enjoyed this track, "Wizard fucking mountain" has to be the best title to a song i've heard since "Giant Fucking Penis's" :)
Everything is better when it's metal.
There's a couple of things i'd suggest to make this piece pop a little from the screen, right now the viewers angle in the scene is not very exciting, there's a lot of dead space that's not doing anything or telling us anything about this world or what goes on in it.
I've tried to write this next bit out a couple of times but it's late and i'm having trouble articulating what i want to say, instead i did a little paintover on this piece, messed around with the perspective in Photoshop, added a couple of things, it's not perfect but hopefully you'll see what i'm too tired to say right now:
Somethings i would like to point out, one: in any factory or anyplace with a lot of heavy machinery things are normally marked out in bright yellows, the yellow/black markings are a staple of places like this, things/areas you should be aware of, etc, you should try to include thgis in your design, detasails like that can help make clear what sort or setting a place is.
two) Scale, right now in your piece we have no idea how big anything is, these mechs could be no bigger than a shoe for all we know, put some objects in whose scale people know and can subconsciously use to get an idea of how big this place is.
3) The colour palette, even in my paintover i didn;t have mch time to go into this, but right now it needs a little more variety, things that you want to bring attention to could do with brighter or more noticable colours, things that dont need less saturated/ muted colours so they can sit in the background better.
Hope this doesn;t sound like me being mean, i'm just trying to help out a little. This is just me throwing in my two cents, disregard if you want.
I've never played Mass Effect...
...so i can't comment on the character itself, but i like both the pose and angle you've drawn this alien chicka at. My only critique would be that maybe her left shoulder looks a little high, it's making her left upper arm look really long right now. But that could be just me.
Cool palette as well by the way, and i love the use of white over purple to define the pattern on her clothes.
It's a really great piece with a lot of atmosphere, the quality of the rendering is what i like most.
Have you read Mort by Terry Pratchett? This work makes me think of that book :)
Thank you, and no, no I haven't read it, but I'll take it as a compliment :-)
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