Pixelation
Critique => Pixel Art => Topic started by: Meanapple on March 01, 2014, 12:43:11 pm
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Ive been doing some (bad) concept art about twisted monsters and wanted to recreate them into 16x18 for a game I work on.
(http://i.imgur.com/swM80z5.png)
and the pixel version:
(http://i.imgur.com/u0QPFqE.png)
however Im not sure if it really fits, so Im asking if it looks good or where I should work on/ what should be changed
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Good start but tell us more about the Game. Its more like a snes rpg like a link to the past or more a nes sidescroller platformer?
Try to start to give him more depth, he looks a bit flat.
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If it's for a game how would you animate your character. Concept is in 3/4 view but sprite is full frontal view.
Here is my simple edit. I didn't change the resolution, but with few more pixels you can achieve higher amount of details and readability.
(http://i.imgur.com/LFdH1ow.png)
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Ah sorry, its a 3D world with 2D paper sprites in 8 directions including 2 waling animations like this:
(http://i.imgur.com/DVipaFH.png)
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If that's your characters base, monsters shouldn't have the same shape and proportions. It's too monotone. Try to exaggerate monsters characteristic, based on their purpose.
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they work quite fine, check it out http://ironbane.com/game
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He was saying that following this template for a monster will give it a generic "skin" like appearance and it won't stand out with any flare or life in the game. It wasn't a direct criticism of the frames of animation.
At least that's how I took it.
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Johasu is right. Don't limit yourself with this base, try to be creative. :)
I've tried your game, there are some major problems, but I know that this is still WIP so I won't criticize. Also you should definitely make your character bigger, or at least taller to match environment size.
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ikr, there are a lot of bugs happening lately. We are working on it and yes the player is too small compared to the world but we will see how we are going to fix that since making the character 2x bigger also looks strange.
to the other point; you want to say that it shouldnt be only 16x18?
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Think about the proportions. Your boxes are built around what looks like a 16x16 scale that is blown up.
Your sprite is 16x18. If you blow him up like the boxes he will look fat and square(boxy :blind: )
Since you are rendering this all into a 3D landscape you need to aim closer to reality to capture realism. This means that you should have your sprites be much taller than they are wide. Almost all human beings are somewhere between a 3:8 and 4:8 ratio for width height (shoulders width.)
You should aim for something like that maybe.
I would personally use a factor of 2 on your ratios and work with 24x24 or 32x32 sprite restrictions. It works well with pixel proportions and you can capture your ratios easily with it.
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well, laziness speaks: I dont want to change 100 sprites tbh, also currently humans look gnomish and I dont have a real problem with that. I know where the problems are but this game is non profit, Im not experienced in anything bigger than 16x16, Im alone and it would be a ridiculously amount of work to change anything now.