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Messages - big brother
Pages: 1 ... 28 29 [30] 31 32 ... 34

291
Pixel Art / Re: [WIP] Fantasy Tactics : Now with Create your Own NPC
« on: October 01, 2006, 05:03:16 pm »
It's looking great! The outlines and the new tiles contrast nicely! When you're satisfied with the sprite style, let me know, and I'll make an NPC.

292
Pixel Art / Re: [WIP] Fantasy Tactics : Now with Create your Own NPC
« on: September 30, 2006, 09:01:02 pm »
Ooh! Make me in the game, please! I wear a red sash and a turban with a feather and a gem in it and I'm real buff. Exciting!

293
Pixel Art / Re: [WIP] Fantasy Tactics : Updated 9/25!
« on: September 30, 2006, 12:58:18 am »
Maybe give the top hats to the doctors... They could be like the gentlemen doctors of the Victorian era. If it's the one class that doesn't fit, you might as well push it farther. Besides, the top hat would make them easily identifiable. For lower-ranked doctors, you could use a bowler hat instead.

After reading your descriptions, I doubt you should be worried about anachronism or even realism in this game.

294
Pixel Art / Re: [WIP] Fantasy Tactics : Updated 9/25!
« on: September 28, 2006, 11:49:34 pm »
Here's a way you could make them more recognizable without changing the shapes drastically (although that's still the best answer):

Make the details on the characters go simple to complex as their class becomes more advanced. For example, the basic low level grunt could have larger areas of plain color with fewer accessories (really exaggerate this -- remember, gameplay comes first) while the master level guy could have intricate accessories (feather cap, baldric, armor pieces, etc.). The player might not be able to distinguish the a unit's class from a distance, but she can tell whether it's a weak or strong unit.

As it is, I think you're going to have the most problems when a unit is facing NE/NW, because several of the units are differentiated by a non-intuitive design on the back of the cape. I realize the hats are not on those sprites yet, but I'm having trouble seeing the progression of hats. My gut reaction was that the stronger the unit was, the bigger and more elaborate the hat, but I'm not seeing that. The sizes seem to vary irrelevant of class or rank.

When I zoom in, the sprites are quite competently drawn, but your average player isn't going to understand that beyond the initial visual impact.

Regardless, great work so far. I'm looking forward to seeing your progress.

295
Ptoing I actually like the look of that painting when its just outlined around it in black.

Says the guy with the avatar that's outlined in black.  ;)

296
Pixel Art / Re: A result of spare time
« on: July 05, 2006, 04:20:51 pm »
Try playing around with the hues a bit. You never know what will strike the eye.

297
Archived Activities / Re: Iso Collaboration III: Return of the Grid
« on: June 29, 2006, 02:40:18 pm »
What IS in the tank? I've been staring at it for a while and my mind cannot make sense of it.

298
How many final slots are there?

If this is a stupid question, feel free to smack my raised hand with a ruler.

299
General Discussion / Re: The Future Of Pixel Art
« on: June 22, 2006, 11:01:35 pm »
people are making the assumption that resolutions are simply going to continue to get smaller and better, but the fact is that there are very real physical limitations with cellphones regarding screen size, and even when clean 3d resolutions become accessable i tihnk much of what goes on will favor pixel art for its clarity.  i could be wrong but i doubt it.

Mobile is already moving in the 3d direction. Look at a few of these titles available on the V-Cast phones:
Madden NFL 07 (coming soon, the trailer looks tasty)
Need for Speed Most Wanted
Massive Snowboarding

The bigger players in the wireless gaming industry seem to be looking more and more for low-poly 3d artists. However, a good chunk of 2d work is needed by the small independent developers.

Pixel remains viable for GBA and DS also, but I feel that most reviewers tend to be less impressed by it, seeing it as a sort of nostalgic appeal to the games of yesteryear.

300
Pixel Art / Re: Fantasy Tactics
« on: June 19, 2006, 02:38:57 pm »
Ace work!

I prefer the second set of characters (right), since they look a little darker and I think they'll show up better against your bright ground tiles.

I'm loving the new profession tree, and the piracy option is very attractive. My only complaint would be with the lower left part of the tree. The fighter types look very similar to the default, especially at 100%. Perhaps one could have a small helmet, and the full-blown type could have a helmet that encapsulates his whole head, capped with a jaunty plume.

I think that with characters so small, differentiation is clutch.

The title screen is very slick also. Keep up the good work.

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