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Messages - Storyteller
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1
General Discussion / Re: Pixel-Gameart Appreciation Thread
« on: May 04, 2017, 11:18:40 pm »
Breath of Fire 4.
While BoF3 was absolutely professional, and a playable cartoon; BoF4 was a work of art. The colors used in the desert areas at the beginning, the sprites, the amount of motion and life each character had, the mix between hand painted and seeming tilemap work on the pseudo 3d maps (desert cliffs), the pixel art textures used in the full 3d areas. Excellence in pixel art that used very simple 3d effects almost seamlessly with the 2d.


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Pixel Art / Re: [WIP}] The star of our show, meet Bob
« on: April 26, 2017, 02:00:49 pm »
yeah, Ive got the Animator's Survival Kit here for my reference images. a whole bunch of those online images, are scans of this book. I have a few other books on animation and classical drawing

Just a two circle little fat man on a four frame cycle. I am not wanting to get bogged down on details on this project, its a single screen arcade game. It doesn't have to be perfect, just done enough so it reads. I really want that leaned-back sort of run, the feet leading the body, the big gut out in front. He isn't really running, he is scurrying. Hustling.

I think the next thing I need to do, is start blocking in my colors on each layer for each body part. I just want to do the back limbs in a slightly different/darker color than the head and body, and the front limbs slightly lighter. Should the back limbs be darker, less saturated or both? The front limbs should be slightly lighter? or more saturated or both? And the central masses, the body and head should be in the middle of the ramp, right?

After colors is detailing, the hood, the boots, the gloves and his coat, so add some color then for buttons and his belt, coat and face, etc, give everything definition. I might shade after that, but I rather want a very simple arcade style look. I'll keep looking for references.


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Pixel Art / Re: [C&C] Android
« on: April 26, 2017, 04:54:45 am »
sick.

4
Pixel Art / Re: Sword character's "ninja run" animation
« on: April 26, 2017, 04:53:38 am »
those are really good! I hope to see more, your skills are very sharp. I like the art style a lot, the flow, the pace of the latest, it has a rhythm of running across tall rocks over a stream, or from one giant bamboo stalk to the next, like in the movies.

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Pixel Art / Re: [WIP}] The star of our show, meet Bob
« on: April 26, 2017, 03:42:17 am »
update in first post.

here is a link to a demo of the game. no collision or scores or such yet, just a proof of concept

https://wayfarer-games.000webhostapp.com/index.html

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Pixel Art / Re: [WIP}] The star of our show, meet Bob
« on: April 03, 2017, 02:39:21 pm »
10 FPS gif loaded.  :)

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Pixel Art / [WIP}] The star of our show, meet Bob
« on: April 03, 2017, 12:50:55 pm »
So did this in GMS2, getting the hang of their animation and layering system.

Ended up collapsing frames on this, so its really just a base now.
Again, very flat, and I think the left (behind) leg is a bit too mudy. It reads as a little fat guy running, but still not "scurrying". Think I pretty much got the 'flow' of the walk cycle though. Kinda needs that 8th frame, around 5 or so, Its a seven frame walk, meant to do a 6 frame 'on threes' and probably should just do a 4 frame thats more exagerated, idk, maybe next session. The frame I think it needs is the 'cross' as the left leg hikes to swing forward.

Here is Bob:

newest


first draft


him runnin'



EDIT: 10 FPS


flow ok?
does it read?
add a frame for smootness or cut frames and exaggerate the motions?

Im working from 'the Animator's Survival Kit', the only run not listed is 'scurry' and Im thinking its the reverse of 'fast run' in the book, ie, leaning way back with feet out in front, instead of into the run.

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Pixel Art / [WIP] the stage is set - for a very simple game
« on: April 02, 2017, 02:11:08 am »
I get inspired every so often to work on a game. I am not very good at it. GameMaker Studio 2 just came out and they revamped the image editor. It has good stuff and not so good stuff that was changed  ???

I am working on a simple arcade type game, where you avoid falling icicles. I have been brushing up on pixel art, though Im very bad at that too.

Here is my WIP screen



I stayed with very minimal palette choices on purpose. Im going for an NES or early arcade look. This 'game' should be done in a few weeks. Im not going to be adding much else to this, maybe refining a bit. I think I will make the clouds bigger and use part of the top of one or two for snow on top of the walls.

I might make a couple of platforms you can hide under.

My next task, is to make a little guy, run back and forth, probably 32x32 size. (so 16x32 but a 32x32 space for him to move it).

Beyond that, touch up the icicles and get things moving. I want to finish this game, even if its a demo. So Im not trying to make a masterpiece, but I do want to improve my skills.

So, a few pointers and maybe point out where I could have improved the tileset?

Its 'flat' on purpose, Im not good enough yet to really Sel-Out or shade, so Im working on form, contours and how pixels 'work' as a medium first. so Im really looking for improvements there, I know its flat and will look better if I increase my palette by a color or two, but I form first. Or is adding a color or two part of form at this scale?
How is my use of color? I want the background to fade into subconscious so my PC and the icicles will 'pop'. Am I close there?

Thank you, I hope to get this going over the next few weeks.

--Story

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this is very nice. the style is quite beautiful. as a Kings Quest player on an old tandy, this really captures the feel. great work.

10
General Discussion / Re: Hapless Happenstance
« on: July 07, 2015, 11:26:50 am »
Thoughts on palettes?







Im noticing they are mostly the same and so I know I want the greys, the tans, the oranges, which leaves me with some blue, green and purple. i also noticed I was really close to the C=64 palette, which was my first computer. so obviously I have been exploring palettes and Im defining what Im going for.

The project will be deployed to android TV, and mine is a 1080p, which if I divide by 4,  I get 480x270... which remotely resembles some older game console type format... I guess. It also divides into 16x16 evenly and scales to 64x64 at true HD display. This means I can evenly scale to full display res by a simple 4x and not break my aesthetics.

Speaking of aesthetics, which is vaguely the point of this exercise (Im terrible at pixel art) Im aiming for speed of completion. Im not going to pretend to be an expert at pixel techniques. and, as unpoplular as I know it will be to say, I dont think I should focus on higher level pixel techniques, such as selout and dithering or manual AA. Im not good at them and I dont want to spend a lot of time on this. so, taking those things away, Im left with low res and a limited palette, so a focus on form, readability and shading.

Im not really sure 16 or 32 colors is needed, but I want to stay close to it. Moreso, my limitation is color ramps of 4 or 5 colors, and only 4 or 5 of those, which actually puts me somewhere near 20-24 colors, or something like 24 colors or maybe a modifications of like a color gameboy or something.

My limitations then are, defined planes of background, foreground, player/enemies and 'UI'. Each plane will have a specific set of color ramps. The player is orange and 'blue'. I will allocate a good 4-5, maybe 5 colors for him.
Backgrounds will be made from tilesets of desaturated colors using the tan, green and greys.
Foregrounds will be red, grey and blue, depending on the background plane.

So basically, small ramps and muted tones.

here are some links to other color palettes as I experiment





http://fc06.deviantart.net/fs70/f/2013/003/9/7/video_game_consoles_palettes_by_roman_ss_squall-d5qbidg.png


anyway, working through color selection, this helps me understand my limitations, which in turn helps me move more quickly.

Here is a sketch of my main character, which started as a quick silhouette and then got painted over in sketch book. Im taking him into graphics gale and shrinking down to 128x128, then working from there to clean up and get the colors right, then I will drop to about 64x128 or so for the final base sprite


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