Pixelation

Critique => Pixel Art => Topic started by: Ürch on May 21, 2011, 01:02:01 am

Title: Working on a game
Post by: Ürch on May 21, 2011, 01:02:01 am
(http://dl.dropbox.com/u/13052502/crap/Mockup.PNG)
The lighter brown (solid color) tiles are placeholders, I haven't decided what kind of tile I want to put there yet. Haven't started on the character or enemies yet. The Generic Spikes of Doom are likely to be replaced with some sort of fiery thing, and the door will probably be re-done. I mainly need crit on the basic background/foreground tiles.
Title: Re: Working on a mockup
Post by: pistachio on May 21, 2011, 05:41:02 am
The whole thing seems washed-out, lacking contrast. At least darken the background. Foreground could use a bit of darkening, as well. If these are supposed to be ruins or some sort of temple maybe make a few "broken" brick tiles?
Title: Re: Working on a mockup
Post by: Ürch on May 21, 2011, 09:25:13 pm
(http://dl.dropbox.com/u/13052502/crap/Mockupv2.PNG)
I made everything more colorful and tried to darken the background a bit more, also I added some tiles that have a red light thing on them instead of a greenish one. I still need to do the player sprite.
Title: Re: Working on a mockup
Post by: lilwing on May 22, 2011, 08:22:21 am
I actually like the first palette more. I think it would look better, though if you add some contrast. Try adjusting the highlights and shadows to more intense values and see how that looks.
Title: Re: Working on a mockup
Post by: Ürch on May 25, 2011, 03:18:19 am
(http://dl.dropbox.com/u/13052502/crap/Jack.PNG)
this is the character guy. his name is jack. he throws/conjures knives at various things. like enemies, for example. i don't really know exactly what i'm gonna do for animating him.

i will edit this post with updated tile palette soon.

EDIT:
(http://dl.dropbox.com/u/13052502/crap/Mockupv3.PNG)
here is the updated palette and jack in the mockup now
Title: Re: Working on a mockup
Post by: Corinthian Baby on May 25, 2011, 04:57:43 am
Mixed resolution makes this seem weird. Maybe it's not a mixed resolution but those foreground bricks are strangely done. you also could benefit from some variation tiles. For w.e reason this reminds me of Sonic, and could provide a great resource to reference. I like the red/green (maybe its closer to yellow/greenish blue now) interplay btwn the bg and the foreground. You also gotta add some fading bricks or something to transition into that darker area. Those spikes are also in the wrong perspective, they have to be more head on, side view, like the bricks are.
Title: Re: Working on a mockup
Post by: Ürch on May 25, 2011, 12:52:29 pm
(http://dl.dropbox.com/u/13052502/crap/tileset.PNG)
all the tiles are 16x16 but the character is 16x24. if that's what you meant by resolution, i guess i could figure out a way to squish the character's sprite down?

EDIT:since i've made some changes to them, here is an updated tileset and mockup.
(http://dl.dropbox.com/u/13052502/crap/tileset2.PNG)
(http://dl.dropbox.com/u/13052502/crap/Mockupv4.PNG)
the darker brick tiles at the edges of the image might not look that amazing but i think they're more effective at drawing the eye towards the parts of the screen that you can actually interact with than the previous solid-dark spaces.
Title: Re: Working on a mockup
Post by: Ichigo Jam on May 26, 2011, 12:11:28 pm
I think the confusing thing about your wall tiles is that they appear to be lit from the bottom-right if you look at the outer edge of them, but the internal bricks are lit from the top-left.

Also, the way you're using the solid brown tiles inside the wall kind of makes it look like the wall is hollow, which I'm guessing isn't intentional?
Title: Re: Working on a mockup
Post by: pistachio on May 26, 2011, 01:10:45 pm
I think the confusing thing about your wall tiles is that they appear to be lit from the bottom-right if you look at the outer edge of them, but the internal bricks are lit from the top-left.

Also, the way you're using the solid brown tiles inside the wall kind of makes it look like the wall is hollow, which I'm guessing isn't intentional?

You know what, I always had a fair bit of trouble seeing what you mean. I still do, but seeing as you've explained it, it's lessened. I always saw it as some sort of intricate pattern carved into or painted on the brick (albeit not all that readable). I think that's because of the inconsistent lighting you just pointed out. Consider fixing, pl0x?
Title: Re: Working on a mockup
Post by: tehwexxl0rz on May 26, 2011, 01:22:59 pm
I honestly can't decipher any kind of lighting from these tiles. The main tile with the sideways comb-like pattern just looks abstract so me... Can you explain what you want these tiles to communicate? I think the green color and light brown are too close in value if you want to use them to convey lighting.
Title: Re: Working on a mockup
Post by: Ürch on May 26, 2011, 08:10:47 pm
(http://dl.dropbox.com/u/13052502/crap/Mockupv5.PNG)
changed the edge of the tiles. is that better?

honestly i'm not sure what the green bits inside the bricks are actually 'supposed' to be, i just didn't want the insides of the bricks to be empty.

edit:
(http://dl.dropbox.com/u/13052502/crap/mockupv6.PNG)
removed all of the greenstuff and redid the bg tiles
Title: Re: Working on a mockup
Post by: tehwexxl0rz on May 26, 2011, 08:49:49 pm
If that's the case, I strongly urge you to go back to the drawing board and design tiles with a clear mental image of their physical form how they would look up close. I find it impossible to give meaningful critique if you don't know what you want your tiles to communicate. The only meaningful shapes I can identify (other than the player) are the ladder and what seems to be a spike pit. I will say however, the amount of contrast between the background and foreground is good. Now just figure out how you want to USE that space; don't just fill it with visual noise!

Edit: Oh snap, you updated your post before I submitted my response. Already MUCH more legible!
Title: Re: Working on a mockup
Post by: Mathias on May 26, 2011, 11:01:32 pm
On top of those recognizable elements, techwexx, there's obvious bricks and support columns everywhere. But when creating tiles these things are the most cliché ideas one can muster. Surely more interesting concepts are waiting out there somewhere.
Title: Re: Working on a mockup
Post by: Ürch on May 26, 2011, 11:35:29 pm
(http://dl.dropbox.com/u/13052502/crap/mockupv7.PNG)

Re-did pretty much every tile now after sketching some actual concepts for what I'm doing with this. The skull blocks with the open mouths are traps.

On top of those recognizable elements, techwexx, there's obvious bricks and support columns everywhere. But when creating tiles these things are the most cliché ideas one can muster. Surely more interesting concepts are waiting out there somewhere.

perhaps when i start working on tiles for the deeper-in areas I'll try something a bit more creative.
Title: Re: Working on a mockup
Post by: tehwexxl0rz on May 27, 2011, 05:02:25 am
That's a HUGE improvement! Way more legible and with a strong sense of atmosphere. :)

Mathias, I posted my critique before I saw the newer version with all the green removed. With all the green boxes in there, I seriously couldn't tell they were supposed to be bricks.
Title: Re: Working on a mockup
Post by: Ürch on June 13, 2011, 04:19:59 am
(http://dl.dropbox.com/u/13052502/crap/mockup2v1.PNG)

some tiles for an area later on in the game.
It's been a while since I posted anything on this thread, or actually since I've worked on anything. I still have absolutely no idea how I'm going to animate Jack.
Title: Re: Working on a game
Post by: Decroded on June 13, 2011, 05:03:25 am
Your tiles are looking much better. Could use some mossy bricks, crumbled and/or sand coming out and maybe animate some sand leaking from the roof when u walk near some bits to give atmospheric feel. Hard to tell what mood ur trying to set but those sorts of things will help. Are you going to have angle blocks? I think small stairs would work well.
as mentioned, support columns are also needed but make sure they are mostly background colours.
Look forward to seeing more progress...
Title: Re: Working on a game
Post by: Ürch on June 19, 2011, 01:35:43 am
(http://dl.dropbox.com/u/13052502/crap/Mockup3v1.PNG)
just testing something out.
Title: Re: Working on a game
Post by: Mathias on June 19, 2011, 05:35:30 am
Hey, nice set. A tangible improvement. Good colors. Dark, moody. Even a little better on the pixel tech.

I suggest making the ladders stand out more. They're more interactive and therefore deserve more priority than the same-colored blue bricks. Same may go for the pit spikes. It's nice for the eye to be able to retrieve all the most important information at just a glance. The more work the eye has to do the more "exhasusting", possibly irritating it may be to navigate your levels.

I guess I'll have to see the those two enemies animated before I can tell what they are. Don't understand the light upside-down trapezoid either.

Why not try adding another tile, between the border brick and the dark blue bg tiles.
Title: Re: Working on a game
Post by: Decroded on June 19, 2011, 02:45:47 pm
Gettin sexy, got some nes batman style reverse colour temperature thing going on there but it looks cool.
Title: Re: Working on a game
Post by: Ürch on June 25, 2011, 06:03:28 am
(http://dl.dropbox.com/u/13052502/crap/Mockup3v2.PNG)
Made ladders brighter, and made spikes bright red. i also added some little things on the edges of tiles and the 'void'. The yellow trapezoid thing is an active portal.

edit: seriously i could use some help/suggestions for animating the character
Title: Re: Working on a game
Post by: 8bitbeard on June 25, 2011, 07:36:09 am
Quote
seriously i could use some help/suggestions for animating the character

This thread was extremely helpful to me.
http://www.wayofthepixel.net/pixelation/index.php?topic=2913.0

Also, consider buying or at least google for some imges of the book "Animators Survival Kit"