Pixelation
Critique => Pixel Art => Topic started by: Oscar Blomqvist on November 17, 2015, 02:05:39 pm
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I am currently working on Runegate, a top-down action RPG. I've just started with pixel art for this project, and I would love to get some feedback. Everything is appreciated! Thanks!
Newest:
(http://i.imgur.com/EUwwQRp.gif)
A typical dungeon room!
Older:
(http://i.imgur.com/2eotao4.gif)
Basic combat with new skeleton enemy.
(http://i.imgur.com/h1GQegQ.gif)
Zombie in action including death animation.
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Looks good so far (especially the torch animation)!
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Looks good so far (especially the torch animation)!
Thanks a lot Pusty! Very happy that you like it.
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(http://i.imgur.com/cnDYrow.png)
New enemy! Feedback appreciated!
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I think it looks good (I like the shading on the sword! It is rusty right?)
I would love to see it animated!
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I think it looks good (I like the shading on the sword! It is rusty right?)
I would love to see it animated!
Thanks mate! Yes, it is rust but it also supposed to give the effect that the sword is tilted downwards. Maybe I have to adjust it to make that more obvious.
Animations coming up!
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Animated the enemy I posted before. As always, feedback appreciated. :D
(http://i.imgur.com/mhtbG7s.gif)
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I really like it! :D
I'm just not getting why he is looking at the floor (also the swing animation looks kinda weird)
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I really like it! :D
I'm just not getting why he is looking at the floor (also the swing animation looks kinda weird)
Pusty, thanks once again for your feedback. It means a lot!
Yea, he is tilting his head downwards. It might be better to skip that and have the head in the same position during the whole animation.
As for the swing, what part do you think looks weird. Is it the movement of the skeleton, or is the weapon trail?
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T o me the trail looks like it is shifting the ground
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Do you sometimes post on /agdg/? I feel like I've seen clips of your game before. Looks promising either way.
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I actually really like the "shimmer" effect of the weapon trail. Lends a important sense of speed and power to the swipe. I don't know how much of a badass this enemy is meant to be, but if like in most dungeons the skeleton is kinda standard, then maybe it's an effect best kept for a boss or large enemy? Its a really cool effect but if every skeleton and giant spider or whatnot has it, it kind of loses its impressiveness :p In any case, good job on the art, I wanna play this already!
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After a long development break it is time to post some updates!
(http://i.imgur.com/YdfUvth.png)
(http://i.imgur.com/777HFQW.png)
Two screenshots showing the current state of Runegate.
As always, feedback and critique are appreciated!
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(http://i.imgur.com/Y9Ex8RE.gif)
Basic movement and attack.
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This looks awesome so far! I especially like the details, like how the fire light interacts with the environment around it. I look forward to seeing more screen shots if you post them!
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This looks awesome so far! I especially like the details, like how the fire light interacts with the environment around it. I look forward to seeing more screen shots if you post them!
Thanks man! Appreciate that you are taking the time to check then out and comment. Will update this thread with new stuff continously.
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Animated the enemy I posted before. As always, feedback appreciated. :D
(http://i.imgur.com/mhtbG7s.gif)
I actually feel like this helps more than it hurts, it helps to add a sense of depth to the sprites which was a big problem that Hotline Miami had with the same perspective I feel.
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Animated the enemy I posted before. As always, feedback appreciated. :D
(http://i.imgur.com/mhtbG7s.gif)
I actually feel like this helps more than it hurts, it helps to add a sense of depth to the sprites which was a big problem that Hotline Miami had with the same perspective I feel.
Thanks a lot for the comment. Maybe I am stupid for not understanding, but what aspect of it helps with adding a sense of depth? :)
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The looking-down motion that another user criticized earlier, I'm not sure how to explain it any other way than that it makes it more clear it's a straight top-down perspective happening here.
It's a stylism vs. realism thing here I think.
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The looking-down motion that another user criticized earlier, I'm not sure how to explain it any other way than that it makes it more clear it's a straight top-down perspective happening here.
It's a stylism vs. realism thing here I think.
Ah, got it. I have the same feeling, nice to hear I am not alone. It's a bit tricky to show depth in a straight top-down perspective.
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Need any free beta-testers :lol:? I really want to play this if the art is this great. Great job!
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Need any free beta-testers :lol:? I really want to play this if the art is this great. Great job!
I second that
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T o me the trail looks like it is shifting the ground
I see it too. As if the ground sort of warps within the slash effect
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Need any free beta-testers :lol:? I really want to play this if the art is this great. Great job!
I second that
Guys, I would be very thankful with beta-tesing help. The game is not quite there yet, but if you don't mind I'll send you a message when I get to that point, and you can decide if you are still interested and have the time.
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T o me the trail looks like it is shifting the ground
I see it too. As if the ground sort of warps within the slash effect
Yupp, I used the displacement map to create a displacement effect. The idea is to illustrate the force of the swing, but I am not sure how effective it is :lol:
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(http://i.imgur.com/wli4zIY.gif) (http://i.imgur.com/pkeDMuM.gif)
Walk and idle animation for new zombie enemy. As always, I highly value any feedback.
Sorry for the bad GIF quality.
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(http://i.imgur.com/wli4zIY.gif) (http://i.imgur.com/pkeDMuM.gif)
Walk and idle animation for new zombie enemy. As always, I highly value any feedback.
Sorry for the bad GIF quality.
The walk animation seems as though he is only taking steps forward with one leg and has a bit of a limp. If this is what you were going for then it's great!
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(http://i.imgur.com/wli4zIY.gif) (http://i.imgur.com/pkeDMuM.gif)
Walk and idle animation for new zombie enemy. As always, I highly value any feedback.
Sorry for the bad GIF quality.
The walk animation seems as though he is only taking steps forward with one leg and has a bit of a limp. If this is what you were going for then it's great!
I'm really happy that you see it as if he is limping, as that was precisely what I was going for.
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I'd say have his hind leg drag a bit longer, really emphasize that undead shuffle
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I'd say have his hind leg drag a bit longer, really emphasize that undead shuffle
https://www.youtube.com/watch?v=lyUsNFAPiK4
To give an example of what Meat is saying, I do still feel like his other leg should come forward a bit though
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I'd say have his hind leg drag a bit longer, really emphasize that undead shuffle
https://www.youtube.com/watch?v=lyUsNFAPiK4
To give an example of what Meat is saying, I do still feel like his other leg should come forward a bit though
Thanks for the feedback guys. I made two small adjustment trying to incoreperate what you are saying:
(http://i.imgur.com/IzMU9lC.gif)
Extended the limping with a couple of frames.
(http://i.imgur.com/KUPlZnr.gif)
Extended the limping with a couple of frames, as well as making to the front leg come forward a bit more.
Thoughts? Which one is the biggest improvement, or is the original prefered?
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I personally like the first one more, feels more classic zombambo
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I personally like the first one more, feels more classic zombambo
Got it, thanks for your input.
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Looking again, second one might work for a sort of slow "dash towards" motion, creates a visual distinction AND gives the zombies a pattern to watch for.
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Looking again, second one might work for a sort of slow "dash towards" motion, creates a visual distinction AND gives the zombies a pattern to watch for.
Was looking at them and that's what I thought immediately after seeing them.
You could possibly use the first animation as a "wander" mode and the second as an "Aggro" mode. Just a thought but they both look great with the extended limp! Great work!
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Looking again, second one might work for a sort of slow "dash towards" motion, creates a visual distinction AND gives the zombies a pattern to watch for.
Was looking at them and that's what I thought immediately after seeing them.
You could possibly use the first animation as a "wander" mode and the second as an "Aggro" mode. Just a thought but they both look great with the extended limp! Great work!
I decided to do something similar. The enemy basically has two modes, the standard mode where it just chases the player, and a "rage" mode where he chases the player with increased movement speed for a couple of seconds.
I will use the first animation for the standard walk mode. For the "rage" mode I will use the second animation with increased frame rate to make it even faster.
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(http://i.imgur.com/h1GQegQ.gif)
Here is the zombie in action. I would prize any feedback about the death animation in particular. Is it too much gore?
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Nah, course not. We live in a post-doom world, nobody bats an eye at it anymore and if zombies are for ANYTHING they're for excessive violence.
Lookin' rad man
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Nah, course not. We live in a post-doom world, nobody bats an eye at it anymore and if zombies are for ANYTHING they're for excessive violence.
Lookin' rad man
Hahah, true true. I'm glad you like the death animation. And thanks for all the feedback it means a lot!
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When I saw this I immediately fell in love with the aesthetic. great job! I'd kill to see further updates.
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When I saw this I immediately fell in love with the aesthetic. great job! I'd kill to see further updates.
I'm really happy that you think so! Thanks a lot.
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(http://i.imgur.com/2eotao4.gif)
Waaay to long since I posted here! Basic combat with a new skeleton enemy. Hopefully will be posting a lot more here from now on!
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On striking, there is an instant camera shift which is very jarring. And here you're showing it only as a small image, but when it's the entire screening filling the player's field vision, it's going to be unbearable.
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On striking, there is an instant camera shift which is very jarring. And here you're showing it only as a small image, but when it's the entire screening filling the player's field vision, it's going to be unbearable.
Thanks for the input! Yepp, I might have overdone it with the screen shake effects. It looks worse in the gif than in the actual game though, but still might be a bit over the top.
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This looks good! A thing to consider is that it may be more fun if you are able to stun enemies when you hit them so that they can't attack you right away. Think dark souls. It makes your hits feel more impactful.
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This is a good point. If the target creature is interruptable, you could have a "struck" image where their head is shifted backward, and slightly tilted up if you can make it look good. This would be a better hit feedback than penalizing the player with a visual aggression, every time he hits his mark.
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This looks good! A thing to consider is that it may be more fun if you are able to stun enemies when you hit them so that they can't attack you right away. Think dark souls. It makes your hits feel more impactful.
This is a good point. If the target creature is interruptable, you could have a "struck" image where their head is shifted backward, and slightly tilted up if you can make it look good. This would be a better hit feedback than penalizing the player with a visual aggression, every time he hits his mark.
Good thought. Thanks for the input guys. I like it. Will see what kind of visual feedback I can come up with that communicates this clearly to the player.
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(http://i.imgur.com/EUwwQRp.gif)
A typical dungeon room!
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Hm, looking at it you might be better served zooming out the camera to about where that shot is, I can picture it being a lot easier on the eyes and easier to navigate that way.
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Hm, looking at it you might be better served zooming out the camera to about where that shot is, I can picture it being a lot easier on the eyes and easier to navigate that way.
Hmm, yea I will experiment with zooming it out a bit. It is easier on the eyes for sure.
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(http://i.imgur.com/LkeDj00.gif)
WIP eyeball enemy. Current states of attack, being hit and death animations. As always, feedback appreciated!