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Messages - Skaz
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81
Pixel Art / Re: [WIP][C+C] platform tileset
« on: April 15, 2015, 09:43:43 pm »
Maybe go for a square, all black eyes ? With maybe a single white pixel for light reflection. Leaves room for expression with the eyebrows. At such a small size, the idea of the eye is more important than the eye itself ^^ Maybe a (suggested) mouth too? I make sprites too small to even consider add eyes, so sorry if I go overboard with you character :P


82
Pixel Art / Re: [C+C] Top down RPG: sprites and stuff
« on: April 15, 2015, 06:27:47 pm »
Quote
Try making most of your stuff as Scripts that are external from the objects.
Then call the scripts like functions and pass objects and data into them to be processed. --> and returned if needed
Rather than having objects carry a lot of their own code around.
This way you can build code that can be re used for new and old objects in the game.

This advice is so good I wish I had it earlier... That's exactly what I've done for my current project, scripts and arguments. Not like I really had the choice, NOT doing it would make the whole thing impossible. Fire a bullet, 15 lines. Copy and past it in every enemy? NOPE NOPE NOPE.

I don't think GM is prone to make project collapse. Incompetent coders are :P

83
Pixel Art / Re: Lost Fortress gallery - C+C welcome
« on: April 15, 2015, 04:55:56 pm »
Sooo it's been a while. This is going to be a closing statement, as this thread is obviously dead, as is the project itself. I've learn a lot while trying to make this game, at pixeling and animating as well as coding, planing, and all the other stuff.
If it can contribute to give advices to anyone out there, especially if you want to start a game, so it won't bo totally useless  :P

Start small. I should have started smaller, I learned a lot while doing, only to realise today that, if I were to try to continue the project, I'll have to start over, from scratch (art stuff not included). The code is a MESS. I should have targeted a minimal game, maybe a single level, only tow weapons, one type of enemy and make an arena fighter game maybe. A proof of concept for the platforming and combat gameplay. Not a whole metroidvania game.

I should have considered the time it would take to complete this. A simple calculus would have shown that I DIDN'T HAVE ENOUGH FREE TIME. Unless you target a 5 years project and don't care about deadlines, you should take time into account.  Simple as that. Today I think about another project, and I made simple additions. I know I must limit myself, in sprites number, and scope, or nothing will be achieved.

I have taken those advices into account and I'm currently working on a small SHMUP, the pixel art isn't fabulous, but it's made to achieve ONE GOAL : BE COMPLETED. It's important. Complete something, then you can realistically try something bigger.

I'll close this with a screenshot from the latest stage of development. Rocks, rock blocks, rock background, cosmetic rock blocks, ROCKS EVERYWHERE.



Thanks to everyone how took time to give me advices and encouragement. Now, ONWARD!


BONUS:

Might be useful, my "policy" to make platforming easy and level readable:


Sprite sheets used in the screenshot above. Levels were made of blocks, texture adapted automatically:




The mighty SLIME CUBE and the undeads:



Bye bye project!



- Skaz

84
Pixel Art / Re: [C+C] Top down RPG: sprites and stuff
« on: April 15, 2015, 02:23:22 pm »
Much tweaking? Nooooo :p I made the trunk and the branches separately, then added the "leaves" (yeah its a pine tree, you get the idea) and then made a tree combining those elements. Then came the tweaking to make it look good. But if you really want to know, I'm going to show you how shamefully awful was the first iteration. Not that the second one was great either.



Yeah, I know. I really had no clue... Photos are your friend in this situation.

The third one isn't the final one, I then removed a LOT of lonely pixels, as it mismatches the style of the character, and simplified the colours as well. Those trees looks too noisy. So yeah, it's surely a really hard aspect of pixel art.

I might try to play with contrast, the scene could look more vivid this way. Problem is I'm always scared when it comes to snow, I mean you want to use white, right? But in the end you don't.

85
Pixel Art / Re: [C+C] Top down RPG: sprites and stuff
« on: April 15, 2015, 01:54:38 pm »
Some more researches, this time a snowy place. The main problem is communicating volume with a low colour count, and a sort off top down view. It's really rough, but it's mainly a quick experiment.
I consider making every zone of the game this way: hand painted, then add collision on top of it. Might work! Or might not...






86
Pixel Art / Re: 32x32 Midieval Helmet
« on: April 15, 2015, 01:12:30 pm »
Yeah, the Boba Fett thing was quite obvious...
Other than that, the pixel itself is quite good. Maybe make more contrasted reflections if it's metal? Darker helm interior too. The Boba stuff really comes form the palette I think.

87
Pixel Art / Re: [WIP][C+C] platform tileset
« on: April 12, 2015, 04:08:14 pm »
Wayyyyy better :)

A detail that comes to my mind : are the side of the rock block actually blocking? You have put some platform that continue through rock. If the sides of the block are indeed blocking, the player can't go there. I have a simple rule, if you can see ground, you can walk on it. If you want to allow the player to go through the block, make a variant with very dark sides. Visually, it will be easily understandable.

As for the background, the silhouette of a forest maybe? Or a gradient for the sky, would look less flat. Or both?

88
Pixel Art / Re: RPG wall help
« on: April 12, 2015, 10:15:46 am »
Don't mean to be mean, but:
1) You can post the image with the [img] function (the little icon just under the Bold B), so we can see it. The forum allows to zoom on images by clicking on them. Your hosting service don't. Pixel art is small. Which means nobody will see your work even if they click on the link.
2) Say something, maybe?

89
Pixel Art / Re: [WIP][C+C] platform tileset
« on: April 11, 2015, 10:12:16 pm »
Yeah, you lost a lot of texture in your rocks, but I think its a needed sacrifice for readability. Now for the trees, the very top, the walkable space, should be light, and the leaves should be darker. This way it appears logical to walk on top of it.

A dirty edit to show my point :


90
Pixel Art / Re: [WIP] [C+C] Pixel Pirate in Bits of Eight
« on: April 11, 2015, 09:54:13 am »
Ahahah. Awesome.  ;D

Keep up!

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