Pixelation

Critique => Pixel Art => Topic started by: fingas10 on October 08, 2015, 05:46:34 pm

Title: [C + C]Roguelike 32x32 2d characters (updated again)
Post by: fingas10 on October 08, 2015, 05:46:34 pm
Work continues! These are some samples of some characters I am considering using for a space style rogue-like.
(http://i.imgur.com/NdH5cMd.gif)

Monsters for a stage
(http://i.imgur.com/uDinVQL.gif)

Sprite critique would be awesome.
Title: Re: [C + C]Roguelike 32x32 2d characters
Post by: Glak on October 09, 2015, 03:46:58 am
The styles of the sprites and the landscape don't match.  You should make them match so that you have a unified game.  The landscape is much better so change the sprites.
Title: Re: [C + C]Roguelike 32x32 2d characters
Post by: fingas10 on October 09, 2015, 04:55:34 am
This doesn't help me much, why don't match? They are not isometric? The art or thematic style? Please give more details.

In the case of thematic style, there will be many planetary landscapes so they are not supposed to match to each. They are essentially invaders on the planet.
Title: Re: [C + C]Roguelike 32x32 2d characters
Post by: heyguy on October 09, 2015, 09:38:53 am
I think what Glak means by they don't match is that your using a pure black outline on the characters but not on the world. Style/artistry wise, it's not matching. Remove the black outline and detail the characters similar to the landscape.

This is just me but I'd like to see a large single mountain on one of those tiles instead of the craggy double mountain tile you have currently. That way, you can emphasis the different scales of size. Maybe you can also add a couple of different mountain tiles to reduce the repetition.
Title: Re: [C + C]Roguelike 32x32 2d characters
Post by: fingas10 on October 09, 2015, 10:59:10 am
Hmm, I had considered the same thing on the mountains as well. I originally designed it as a double ridge like that to give a clear impression that it was a wall of sorts but it ended up slightly repetitive. Thanks for the tip. The corner walls are a bit of a single mountain now if you notice.

As for the characters having a black outline and the scenery not, I did that on purpose to bring them out from the background. I want them to be easy to spot because they are going to be moving and fighting in tactical combat. As such they need to stand out somewhat from the terrain. Again for the theme, I will have many different terrains so I cant really make characters fit a particular one because then they would still not fit others.

Thanks for the ideas!
Title: Re: [C + C]Roguelike 32x32 2d characters (updated)
Post by: fingas10 on October 19, 2015, 03:52:20 pm
Anymore feedback?
Title: Re: [C + C]Roguelike 32x32 2d characters (updated)
Post by: Cherno on October 19, 2015, 07:35:09 pm
The mountain tiles need better (stronger?) shading. They look like cardboard cutouts and not very volumetric.
Title: Re: [C + C]Roguelike 32x32 2d characters (updated)
Post by: Johasu on October 19, 2015, 07:45:47 pm
I would take the tile lines off of the tiles at least on the top.  You could easily superimpose lines into the game when they are required for movement, selecting tiles, etc.  But leave them off of the assets and it would help the piece not seem so board-like.  The board appearance can work in a stylistic sense if you were going for something that looks like a board, but I'm not seeing anything else that implies that is your goal.

Think you will find that when you do that you will likely need to work on the ground segments so they mesh together better.  It's going to be pretty clear that you are using the same tile flipped to the viewers.  A little clean up and variation or smoothing will take that away and your whole atmosphere will be better for it.
Title: Re: [C + C]Roguelike 32x32 2d characters (updated)
Post by: fingas10 on October 19, 2015, 09:31:13 pm
I need the tiles to indicate how far things are going to move. With such small pixel sizes, it would get hard to measure the distance units will move very effectively. I will try it just to see how it looks but I have a feeling It is going to be really hard to measure distances without the tiles.

I agree on the mountains, they need a rework. I will update with better mountains soon.

Here is another sprite of a boss style monster I did for a different level.
(http://i.imgur.com/bhYFbkz.gif)
Title: Re: [C + C]Roguelike 32x32 2d characters (updated)
Post by: Decroded on October 20, 2015, 12:31:41 am
lose the grid imo.
The grid could instead be drawn in-engine as needed and perhaps with some blend modes as it is just simple lines.
Title: Re: [C + C]Roguelike 32x32 2d characters (updated)
Post by: fingas10 on October 20, 2015, 02:19:30 pm
I think I need to add a bit more info for clarification.

The grid pieces will be procedurally generated, meaning that the sand tiles will be selected randomly as open tiles for the particular planet. The mountains will act like walls and will also be generated procedurally to create ravines, rooms, and other various containers. The sample I have provided is just one of nearly endless generations for a map and only part of a larger area it will create.

The space ship buried in the sand and the forge are tiles that the player can interact with, in this case both are used for a "salvage" skill which provides various mechanical parts and rarely tech constructs for use as part of that skill.

Monsters are also generated upon map creation and this is just a sample of what could be made.
Title: Re: [C + C]Roguelike 32x32 2d characters (updated again)
Post by: Decroded on October 22, 2015, 02:37:49 am
I'm saying I personally don't like how you draw the grid lines into the tiles themselves.
it would be nice to see environments without a hard-coded grid so they look more natural.
The grid lines can then be overlayed by the game engine.
Check out Rainbow Moon gameplay on youtube for example you see the grid overlay appear selectively during battle.
(http://www.cinemablend.com/images/gallery/s60298/Rainbow_Moon_13834185511770.jpg)
[/spolier]
So yeah that's my preference but if you like the look of the grid lines then up to you.
Title: Re: [C + C]Roguelike 32x32 2d characters (updated again)
Post by: fingas10 on October 22, 2015, 01:53:43 pm
Can anyone give me some feedback on my 32x32 sprites?
Title: Re: [C + C]Roguelike 32x32 2d characters (updated again)
Post by: fingas10 on November 03, 2015, 07:04:19 am
 :)
Title: Re: [C + C]Roguelike 32x32 2d characters (updated again)
Post by: BatElite on November 03, 2015, 01:46:34 pm
-You should probably ditch most of the internal outlines, or colour them. They're not helping readability.

-Rows 3 and 4 are very dark and their torsos are pillow-shaded.

-If the rows are meant to indicate an increasing rank, the differences between most of them are so small that they are not immidiately noticeable.
Title: Re: [C + C]Roguelike 32x32 2d characters (updated again)
Post by: fingas10 on November 03, 2015, 05:25:24 pm
thanks for the input. I was thinking of going back and reshading the chest pieces of rows 3 + 4 they were bothering me a bit with the different shading, especially 3. I made them first.

I like the black outlines because these are so small, without them its really hard to seperate armor pieces. They will also make it easier to seperate body parts later if I decide to break them apart for character customization. I wonder how the lines would look very darkly colored though...

Each column is an upgrade the character undergos at certain skill levels. They are supposed to be gradual but build upon the previous level.