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Messages - heyguy
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221
Pixel Art / Re: Stereotypical Frenchman [Updated/Animation]
« on: May 19, 2015, 07:27:21 pm »
Hey, I think this all looks great. Your run animation is very dynamic! The arms need work though. I feel your ideal animation can be extended further too. You character should really inhale that cigarette! Give him more of a slow in and slow out or a longer pause as he inhales.

222
Pixel Art / Re: Does she look like a princess to you?
« on: May 19, 2015, 07:04:10 pm »
I think a tiara would really help sell the whole princess angle. Also a more intricate dress, maybe add another gold trim at the bottom of the dress. Or for example, the torso piece could be a sort of tied/corset orange, the dress a baby blue. More jewelry too like Probo said too. Depending on the era and what kind of princess you're going for, you frills.

223
Pixel Art / Re: (C&C)Overhead RPG Tile Map(WIP)
« on: May 19, 2015, 11:16:04 am »
Thanks for the advice jams. Yah, separating everything from the beginning was a mistake. Creating the scene and painting over the sketch really has helped.

Been working on adding color to the scene now.



Edit: Made some slight color changes and re-uploaded a new pic.

224
Pixel Art / Re: (C&C)Overhead RPG Tile Map(WIP)
« on: May 15, 2015, 10:51:54 am »
Here's a small update. The sun is bottom left casting shadows kind of diagonally to the right. I'm thinking I'm getting close to the point where I should start focusing on cutting and detailing tiles. Maybe coloring too? The stuff left of the cave is suppose to be brown bramble but had to make it white for now.

I feel like I can create a populate a large level with everything in this one snapshot/scene too. If need be.


225
Pixel Art / Re: rpg black smith help
« on: May 09, 2015, 03:09:44 am »
Hey thewizard. Here are my recommendations.

For the forge, I would add more to it. I would add some black coals and hot red burning coals. I' don't know too much about pixel art but I think the bottom of the forge doesn't look perspectively good. The straight flat bottom just looks odd. I think it should be circular just like the top. More contrast in the colors too.

For the blacksmith characters maybe some additions our edits could make them look more blacksmith-like. Maybe you could add a simple helmet or a small hammer in their hands. Or maybe like a more ornate bulls head helmet. But keep the simple brown robes, no armor.

Just my thoughts. Hope they help! Keep it up!

226
Pixel Art / Re: (C&C)Overhead RPG Tile Map(WIP)
« on: May 08, 2015, 09:18:51 am »
Thanks for the advice on how to tackle the tile sheet.  I guess you mean something like this?



Here's my edits.





The first image is the size or "viewport" of the player's camera (the player would be centered though). This is what the player would be seeing on the screen. The second image is the entire "level". I'm mostly concentrating on the left side of the level right now.

I like the idea of the world being made of large square or rectangular tiles like Zelda. I also like the idea of "world" scrolling to the next part of the "world" when the player reaches the edge of the level. I created a large level test because it helps me imagine the big picture since I'm using small tiles and a small player character.

You're kinda right when you say I created squares and tried to think of things to put in it. I'm using a 256x256 tile sheet with 16x16 tiles. I was trying to pack everything I could into the sheet. My imagined game is like a mix of Elder Scrolls meets Shadow of the Colossus and Zelda. So in this case, I created tiles suited for a large fantasy swamp/marsh environment with ruined walls, a small house, statues, props, tiling textures, trees, rocks, etc.

Anyway, I'll continue working on this and post more refined updates soon. Should I be doing this in color?

227
Pixel Art / Re: (C&C)Overhead RPG Tile Map(WIP)
« on: April 21, 2015, 10:12:35 am »
Reviving this old thread in hopes of getting some feedback. Thought about posting a new topic but I think it's nice to see the changes that have been made. So I got my a chance to rework on this over the weekend and I'd like to get some critiques if possible.

Vagrant, I did because obsessed with reference collecting. I wasn't exactly sure what even I was imagining in my head so I didn't know where to begin. To answer you question about about being a designer or artist though, I'd honestly like to do a little of both. I'd mainly like to do design but my way towards that field is through art.

Anyway, I did what every suggested and worked on a monochromatic tile set. So disregard magenta, gold and brown!! Working in grays has really helped me out. I've reduced the size of the tileset to from 512x512 map to a 256x256 map and I like the end result. I'm still simplifying some of the textures. I've had to create a couple of grass textures to add variety to the ground planes.

Quote
But How does Hyper Light Drifter create such artistry and non repetitive tiling to their scenes, tiles, objects, etc? Is it a lighting alpha shader that overlays a dithering texture over things? Do developers and artists add a vignette or some sort of camera layer to add additional dithering and texturing to a scene? Are they using very large tiles? Are there just more unique tiles?
Quote
Do these seem like possible solutions?
And if they do, how do they work exactly?
Well, being able to answer the block of questions above would make these questions easier to answer.


The reason I ask some of these questions is because I wonder what sort of tricks I can do to reduce some of the repetitiveness of the scene if I zoom the game camera in and out. Right now I know I can make a cloud shadow alpha floating of the landscape. That would look pretty and reduce obvious tiling. I remember Left4Dead having a vignette effect around the screen to simulate the human eyeball. I imagine that could be done in a today game via a post processing effect or something.

I've put more thought into the setting, level design, game design, game world, etc and I think I've come up with solid ideas that'll help me pump out some pixels! Here's the tilemap and a mock-up level test example Decroded and others suggested I create.



228
Pixel Art / Re: (C&C)Overhead RPG Tile Map(WIP)
« on: January 17, 2015, 10:32:55 pm »
Hello all. I know it's still been a while but I'm still working on this project! Thanks for the comments decroded. So I actually worked on a small mock up like you suggested but I couldn't get very far. Working in monochromatic palette really helped but I felt I still needed to collect more art style reference! I also think I will create some sketches and concept art for a more alien world/landscapes/marshes. I think I might work with a magenta, brown and gold color palette. Any thoughts? So after collecting a bunch of reference, I now have some questions. I've added some pics to help me make my questions clear.

I've also added an art style mood guide at the bottom. It's a combination of the art styles I wish my pixel art to look like. Like I've mentioned before, I want something stylized and simplified. Maybe a mix of texture-y Gameboy-ish RPGs with more colors, small player characters, large enemies, large environment sprites/props like trees, tall structures, ruins, caves, etc. I want to create an alien and surreal marsh world and I actually want to put it in Construct 2 for fun. I've come up with a bit of a story to the world to inspire the alien world. Here's the gist the the world: the protagonist is incredibly ancient automaton with a prophecy to fulfill that travels an old surrealistic, alien world with strange and intelligent flora and fauna. I'm playing with the idea of the planet being entirely a depressing marsh or swamp planet with appropriate flora and fauna.

One big question. Maybe it's dumb now when I think about it. Let's say I want this hypothetical RPG game to 2 or 3 different levels of zoom like a Diablo or PS2/XBOX Baldur's Gate. Can pixels and game engines handle that without looking weird, distorted, blurry or whatever? I want my game to have a high birds eye view like this. Awesome art from Pixel Joint.



So, of course, newer games with retro pixel art styles are pushing cooler effects compared to older pixel art games. By this I mean lighting, more tiles/textures, larger tiles/textures, more animations, unique styles, more particles, shaders, etc. I have a question on how to replicate some of this stuff. Specifically, for example, lets say I wanted to create small little patches or fields of glowing mushrooms amongst the swamp grass and dirt. A more broad question is what kind of tricks, smoke and mirrors, etc are games like Hyper Light Drifter Take a look at some of this images of Hyper Light Drifter, and Radio of the Universe. Take a real close look at Hyper Lighter Drifter.

Hyper Light Drifter



Radio the Universe


I can imagine the light rays in Radio the Universe being pretty simple. But How does Hyper Light Drifter create such artistry and non repetitive tiling to their scenes, tiles, objects, etc? Is it a lighting alpha shader that overlays a dithering texture over things? Do developers and artists add a vignette or some sort of camera layer to add additional dithering and texturing to a scene? Are they using very large tiles? Are there just more unique tiles? Take a look at these images from  Moon Hunters.

Moon Hunters



Are they using larger tile maps to minimize repetitious? I see lots of large swooping brush strokes. Are those stone floors sprites or overlays on top of the tiling textures? I know some engines have lighting and shadows. Dungeon of the Endless Ocean seems to have real time shadows and that looks really slick!

Dungeon of the Endless


Here's the art style mood guide I've been talking about. I want to create a cool style like these games. To the left, there's magenta, gold, and brown. Some of the colors I'm planning on working with eventually. I will start with gray tones I think.



Haha, so I think I'm finally done with this post. Thank you for reading. I'm going to take another crack at this project and post some new updates soon. So tldr. Still working on this project and making some changes. Curious in advanced techniques and effects like lighting, real-time lighting, overlays, bloom, shaders, camera layers/vignettes, and more vfx with modern pixel art games. Would like thoughts in my idea, color palette and art style mood guide. Can overhead 2d rpgs have a camera that zooms in and out? Will post work soon!

229
Pixel Art / Re: WIP Old man portrait -need CC
« on: January 17, 2015, 08:30:29 pm »
More highlights on the forehead and bald top of the head I think.

230
Pixel Art / Re: Soviet Propaganda circa 2389
« on: January 17, 2015, 05:17:00 pm »
Hey Limes, I like your color schemes! And your pixeling! I don't like the gray bars at the top though and I don't like the 1 pixel thick black text. I would change the gray bars to another lighter shade of red. I think overall the composition is missing some of the bold "opmh" that old school Soviet propaganda had. Whats on the bottom right? Is that a sort of behind the shoulder view of a robot brain creature. Are those shoulder pads? It's not clear to me.

Joe brings up a good point. Do you have any sketches to share? It's really helpful sometimes to sketch out an idea repeatedly.

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