Pixelation
Critique => Pixel Art => Topic started by: Koyot1222 on May 25, 2016, 08:53:57 pm
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This would be some kind of River ride clone, it will be called "Bridge strike". I was tryied to make something modern, but it isnt look good as i wanted to.
First version:
(http://i.imgur.com/F9lVXwn.png)
Secound version
(http://i.imgur.com/JTuBaQX.png)
Third
(http://i.imgur.com/2T9h1eq.png)
Fourth
(http://i.imgur.com/7bK5Klj.png)
Main menu screen and logo:
(http://i.imgur.com/7HbIqML.png)
i have also some badies:
(http://i.imgur.com/StpvTDH.png)
Ive got stuck... Any ideas?
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Small update:
(http://i.imgur.com/XqCqj5s.jpg) (http://i.imgur.com/ufF9Hxb.jpg)
Still dont know if its looking right :mean:
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I find the cliff faces distracting: they have many contrasting layers, producing a cake-like texture, and the thick dark layer confusingly suggests shadow.
The vertical structures in the first iterations of the cliffs, although unnatural and rudimentary, look much better.
Experiment with more rock-like cliff textures and more natural cliff shapes (i.e. not vertical planes).
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interesting, ill try to fix that. Thank you! :)
Small update, trees more "Zelda style"
(http://i.imgur.com/NyBmE8M.jpg) (http://i.imgur.com/34UlDbT.jpg)
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Completly messed up :'(
(http://i.imgur.com/qPpK3UI.jpg)
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You should upload the pictures in .png format, otherwise they lose quality, and its impossible to make edits.
I love the style you got going on here though!
especially here - (http://i.imgur.com/ufF9Hxb.jpg)
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;)
(http://i.imgur.com/KQGPFRo.png) (http://i.imgur.com/I08YRUi.png)
Todays update. Waterfalls.
How do You like it?
(http://i.imgur.com/9aAgf6z.png) (http://i.imgur.com/mpugcgf.png)
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The style is really nice! Everything feels like a little diorama, so the scale is charming.
With that said, the latest pictures you uploaded are still jpeg compressed...what program are you using to make these?
Also, what are you stuck on?
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Actualy, im working on green things. With i got little dissapointed... something missing.
Im useing 16 colours palette. Those are drops from html editor... Jup, nothing great, but it makes also code for stages, its fast and yeasy ;).
I was thinking also about some clouds for secound layer... similar to other tiles shapes, but i dont have idea.
(http://i.imgur.com/DtK0Fiz.png) (http://i.imgur.com/QPq3EBC.png)
Todays update 4 from 10 pieces of stage finished. ;)
(http://i.imgur.com/ttYgRsB.jpg) (http://i.imgur.com/4AGhKoF.jpg)
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I was thinking about third layer for clouds. I had several ideas:
(http://i.imgur.com/RQSHQy7.png)
(http://i.imgur.com/sMLJWFk.png) (http://i.imgur.com/ueenWYV.png)
(http://i.imgur.com/Li66LS0.png) (http://i.imgur.com/7Gfw9B0.png)
(http://i.imgur.com/yTzXQZs.png) (http://i.imgur.com/EgoT2JD.png)
Last version:
(http://i.imgur.com/29T8u1M.png) (http://i.imgur.com/Ke4CcNy.png)
What do you think about that?
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Ah... the jpg compression is still present in those pngs... did your tileset get saved as a jpg or something? D:
Love the latest clouds. I wonder if they would look better with more shapes to build them from. Have you tried actual transparency? And a shadow layer below them might ground them (lol) into the scene.
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There would be no transparency for sprites :(
Game is for Amiga OCS, 16 colours only. Pure assembler.
Graphics comes from simple html editor, just print screen.
(http://i.imgur.com/Rm20LaM.png) (http://i.imgur.com/tlTlEn7.png)
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those clouds could be more fluffy
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That looks more like an ice texture than anything else, yeah. Clouds tend to be kind of puffy, even the longer reedier ones.
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Maby this could look better?
(http://i.imgur.com/W9JSKSl.png) (http://i.imgur.com/u6zyFNl.png)
it still needs some improvement
(http://i.imgur.com/e2jJGyr.png)
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Your PNGs still have JPG noise in them. What is your process for working on and saving your art that this happens? it's bizarre, and it's ruining what otherwise would probably be some good graphics!
These cloud shapes are better, though the interior shadows don't follow those stylised blocky shapes as well, and the blockiness doesn't always read as intentional. Try building the clouds out of squares and rectangles and rounding the corners only a little. The top part of the top right cloud has the most interesting stylization, everything else feels wishy-washy. This could be a cool style, but you have to commit to it if you want it to work.
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Thanks for idea!
I think i could leave it that way.
(http://i.imgur.com/iiBxEpO.png) (http://i.imgur.com/auFCESs.png)
(http://i.imgur.com/1YHIat9.png)
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I like the graphic but Jpg has ruined clean image quality... You should find the original and save it as Png. Its very hard to edit when you have Jpg quality..
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If you're on Windows, a program that comes with the OS called Snipping Tool will let you grab a window or region to your clipboard. Then you can paste into imgur to upload. Alternatively, you could use Gyazo, which has a taskbar shortcut for region selection, and it uploads it automatically after one drag of the mouse. Both of these options will give you a lossless image saved as png.
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The clouds don't have JPG compression so what I think is happening is OP saved his original work as JPG, and has been working on that same file since, and the JPG artifacts are part of the original now, so it's no longer an issue of saving (he's got that down now), but rather an issue of the original being ruined and it needs to be redone.
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Save it as a gif and you can trim away the excessive colors, you might have to fix the palette afterwards though.
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better quality, mockup ;) Sharp edges.
I havent got too far, just few new animals.
(http://i.imgur.com/ig7mfs3.png) (http://i.imgur.com/uNnjvIz.png)
(http://i.imgur.com/1YHIat9.png)
and... small update.
(http://i.imgur.com/D1yIZuC.png)
Todays mod of palette
Oryginal 14 col:
(http://i.imgur.com/J33LHId.png)
Mod 16 col:
(http://i.imgur.com/UzsUCgF.png)
mod2 14 col:
(http://i.imgur.com/Wey8fKw.png)
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The shadows definitely help add depth, but the placement of them makes the clouds look too low. Even if the distance is stylized, they look like they're forty feet off of the ground instead of hundreds or thousands.
(http://i.imgur.com/UKs9kNS.png)
There are also moments where the shadows contradict the depth of your other objects, like this waterfall. The face that should be vertical looks flat because of the cloud's shadow.
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The shadows definitely help add depth, but the placement of them makes the clouds look too low. Even if the distance is stylized, they look like they're forty feet off of the ground instead of hundreds or thousands.
(http://i.imgur.com/UKs9kNS.png)
There are also moments where the shadows contradict the depth of your other objects, like this waterfall. The face that should be vertical looks flat because of the cloud's shadow.
While I do agree about the flatness when it comes to shadows, keep in mind that these are supposed to be game graphics, and we need to take how he's supposed to program changing depths into a 2d game in consideration.
First thing I noticed were the clouds are too opaque, the cover up a lot of the other graphics and game elements.
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While the shadow probably can't cling to surfaces like it would in real life, instances like that do bring up the question of "is there another way to represent this depth?"
It's something to consider, at least.
I agree with you about the opacity.
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This is looking really great! I agree with the others regarding the clouds, they look too close to the ground. You might try lowering the position of the shadow (or raising the position of the cloud) so you see more of the shadow. You can also give pixels on the edge of the cloud shadow more transparent so can simulate a soft shadow.
I think the opacity of the clouds and them blocking game elements is fine if the clouds are scrolling. Right now though I think you have too many clouds but that's just my opinion.
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I think in a style this stylised, it would be easy to get away without the cloud-shadows at all. They don't really add anything, and the realism and atmosphere they could add isn't needed in this style.
I also agree about the opacity. Unless clouds hiding game elements is part of the gameplay, they should be translucent.
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In a game engine, using parallax layers on them would give the appearance of depth without having to use shadows.
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Thanks for all replies, helps me a lot and gives me prof that it is worth to finish another non commercial/free game ;)
Thanks a lot for all good words.
Those shadows helps me reduce palette and adds another few new colours in 15 colour palette.
I was thinking that best idea for those clouds would to add little shadow on the bottom to make them more contrast. Clouds would be moved in a diferent speed, Would be another layer, some sort of paralax.
Some mockups after few small changes.
(http://i.imgur.com/HKkzh9g.png) (http://i.imgur.com/Cek9QWO.png)
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Early game demo, some new graphics. Still needs more stages and improvements. But most of things works ;D New early plane cockpit.
(http://i.imgur.com/NLXZXtd.png) (http://i.imgur.com/lp9iKgP.png)
(http://i.imgur.com/RTah4dX.png)
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Update! :)
Game has won secound place on Retro Game Dev Compo on Retrokomp 2016 in Gdańsk in Poland :D
Works on Amiga OCS machines, right now not optimized demo needs 020 and min 14mhz, and 1mb other mem.
(http://i.imgur.com/wQXZSEU.png)
(http://i.imgur.com/T9ntb8w.png)
(http://i.imgur.com/obDRo1t.png)
(http://i.imgur.com/fmzYr0V.png)