Pixelation

Critique => Pixel Art => Topic started by: winged doom on August 06, 2011, 02:22:17 pm

Title: 2012 game sprites
Post by: winged doom on August 06, 2011, 02:22:17 pm
In this thread i'll post all new sprites/tiles for my game


(http://www.deviantart.com/download/251292531/2012_first_shot_by_winged_doom-d45m2k3.png)

Title: Re: 2012 game sprites
Post by: PypeBros on August 06, 2011, 06:40:31 pm
those trees are just awesome. But they do not quite fit the rest of the environment so far:
- the character is way too big compared to the trees height. I.e. he should at least be able to move under the branches without having them in the head
- the "C64-styled" wide pixels dithered shadow do not work with the rest. Maybe some dedicated (darker) grass tiles instead ?
- the dark "outline" work well in the bottom of the tree, but not at the top (especially not against the very clear grass.
- you've used strong hue shift towards the blue for both the trunk and the leaves, but your character has no such volume hint nor hue shift himself. That breaks the illusion.
- I'd drop the "bees" animation, even if that's a good idea: a coder will do something much smoother and more convincing with a very simple particle system (plus, he'll love that you ask for it).

I'm eager to see it growing, btw. I'd say some grass is to be addressed next. Right now, your floor looks like a flat, painted areabring volume there too, so that your world is consistent and believable.

I'll let the more seasonned artist comment on your sprite. I just see there are some shading and perspective issues, but that's all I can say.
Title: Re: 2012 game sprites
Post by: Seiseki on August 06, 2011, 09:39:31 pm
- I'd drop the "bees" animation, even if that's a good idea: a coder will do something much smoother and more convincing with a very simple particle system (plus, he'll love that you ask for it).

What kind of coders are you working with? :o
Title: Re: 2012 game sprites
Post by: pistachio on August 06, 2011, 10:26:59 pm
Aside from what Pype addressed... Well, actually, I'd like to bring up some points to support and elaborate on his critique.

In the lineup of trees, the first two trees' trunks look a bit flat. Personally I'd prefer something along the lines of the third tree. You seem to be using about 7 or 8 unnecessary colors on the trees alone, and about 5 on the character sprite. And I have to ask, the light source is coming from the upper right/overhead, yet the darkest spot of the tree (as indicated by where the rimlights begin, or where the lighter purple leaves start to show) is at the lower right, where it should be at the lower left/bottom, so why not put it there? If I were you, though, I would ditch the rimlights altogether.

Quick edit on the tree, character, and a quick GUI mockup:

(http://i.imgur.com/76Pea.png)

Other things to note, the values on the grass--namely in the large dark patches surrounding the zombies--are a lot lighter and less contrasting than those on the trees, which I find a bit odd. They also share no common colors, almost making them seem as if they came from two different sources.

Right now the grass looks like a sea of green clouds (albeit well-done ones). I agree with Pype in that they could use a bit of texture work.

The character sprite's left arm doesn't seem to abide to the isometric nature you've set up.

Gotta hand it to you though, excellent job on texturing the trees.

EDIT: I was hoping you'd understand. :(

At least you get the point of the edit?
Title: Re: 2012 game sprites
Post by: NickZA on August 07, 2011, 09:18:20 am
Quote
What kind of coders are you working with?

Presumably the kind that know how to use simple animation and particle libraries. This is a basic skill for most Flash coders since it is supported in Flash's core and there are some excellent 3rd party libraries beside (greensock). In general 2D game libraries support runtime tweening to do this sort of thing though: XNA; Java PulpCore and Slick; many C++ 2d libraries such as Allegro or HGE; PyGame; even Unity when used for 2D. Really no 2D game coder should be without the ability to do this sort of effect with ease. In rare cases they may have to write their own library to do it, but that's not that hard either.
Title: Re: 2012 game sprites
Post by: winged doom on August 12, 2011, 04:51:51 pm
to much text, sorry guys! my english is so bad

i know about c64-shadows :3
Title: Re: 2012 game sprites
Post by: winged doom on August 13, 2011, 01:43:29 pm
- I'd drop the "bees" animation, even if that's a good idea: a coder will do something much smoother and more convincing with a very simple particle system (plus, he'll love that you ask for it).

I use Scirra Construct  :P
Title: Re: 2012 game sprites
Post by: PypeBros on August 15, 2011, 08:30:38 am
Quote
I use Scirra Construct

http://www.youtube.com/watch?v=mTALu0Mr1qA&feature=related

^ which seems to support it as well
Title: Re: 2012 game sprites
Post by: winged doom on August 18, 2011, 04:20:02 pm
Quote
I use Scirra Construct

http://www.youtube.com/watch?v=mTALu0Mr1qA&feature=related

^ which seems to support it as well

(http://29.media.tumblr.com/tumblr_lq4sfqhTe51qjja0co1_500.jpg)