Pixelation

Critique => Pixel Art => Topic started by: Ryumaru on October 15, 2006, 04:59:18 am

Title: Gameboy Color mockup
Post by: Ryumaru on October 15, 2006, 04:59:18 am
this uses simplified restrictions from the gba
its a an entry for a duel between me and jww
after this mockup a title screen will also be made
any comments and critiques are highly appreciated!
(http://img95.imageshack.us/img95/6088/show3zo1.png)
Title: Re: Gameboy Color mockup
Post by: Andy Tran on October 15, 2006, 05:25:37 am
 Nice, it looks GBC-ish. There's a red neon floor on the bottom piece. Kinda burn my eye.
Title: Re: Gameboy Color mockup
Post by: rabidbaboy on October 15, 2006, 05:30:34 am
It's coming along nicely.
You'll of course work on the lava some more?
I hope to see more characters in this mockup. :D
Title: Re: Gameboy Color mockup
Post by: Ryumaru on October 15, 2006, 05:35:29 am
Andy Tran: yeah i should probably tone it down some.
Rabidbaboy: what youre thinking of as lava is actually red rock that is where the main character will be able to walk on, in the transition tiles, those are supposed to be red rocks, but they seem like they could be bubbles.
thanks for the comments guys!
Title: Re: Gameboy Color mockup
Post by: rabidbaboy on October 15, 2006, 07:51:56 am
Ah, I see, I see.
I thought it was a waterfall of lava at first, but now I see how it is a floor.
Title: Re: Gameboy Color mockup
Post by: Lackey on October 15, 2006, 09:45:50 pm
From a design perspective; have you considered a vertical status bar?  The horizontal bar cuts off the demon's wonderfully rendered helmet; which I'd also think would have the most prominence in this scene.

The broken look of the tiles is very striking because of the palette tricks.  It's a really fancy technique (and personally I like the broken, tiley aesthetic) but it can also be distracting.  I think for game art it's often a better idea to have symbolic consistency, colours for rocks, colours for floors, that sort of thing, because intelligibility is more important than colour depth.  It is a judgement call though.  Very nice work overall.
Title: Re: Gameboy Color mockup
Post by: Ryumaru on October 15, 2006, 10:11:32 pm
thanks lackey! these are the kinds of comments i want!  vertical health bar is a great idea, and will be implemented as soon as i design it.

my main reason for using that tecnique was more to seperate the squares by light, but i guess its more seperated by hue. maybe if the color ramp for the rocks was less everwhere and stuck mainly to a couple, more linked hues?
Title: Re: Gameboy Color mockup
Post by: Lackey on October 15, 2006, 10:28:29 pm
That could work.  I'm curious about the technical features of this: are the rock tiles all palette swapped?  The tile sheet seems to show this.  Could you actually put this on GBC hardware?  I know the tile # and palette restrictions are really harsh and it looks like you're working within them.
Title: Re: Gameboy Color mockup
Post by: Faceless on October 15, 2006, 11:41:59 pm
The tiles look really nice, though one of them breaks GBC law (2nd from the top on the right of the second spike).
One problem I have is that the devil doesn't fit in well with the scene.

(http://img242.imageshack.us/img242/3482/ryuxl8.png)
A pose like this would make everything tie in together much better, and I fixed that tile for you.
Title: Re: Gameboy Color mockup
Post by: Helm on October 16, 2006, 12:55:49 pm
Take heed of the last crit by Faceless because you seem to be drawing a lot of same front-on idle muscley beings. Try in do a bit of storytelling with every element you draw, not just 'here's a devil, idle stance'. Make him the liege of his domain. The more possessive stance by Faceless perfectly could portray this.
Title: Re: Gameboy Color mockup
Post by: Ryumaru on October 17, 2006, 02:03:54 am
lackey: im not sure if this is able to be on the hardware yet, but i know its not far away from it atm.
faceless: thanks for the crit! and for fixing the tile!
helm: thanks, i guess i do seem to do that. maybe youll like the update:

i have done things with the tiles, but the boss seems to be especially needed to be worked on. how does this look?
(http://img137.imageshack.us/img137/472/newbusttw1.png)
(im in love with the colors now, no generic red demon AND complimentary colors(( blue and oarnge)))
Title: Re: Gameboy Color mockup
Post by: rabidbaboy on October 17, 2006, 03:00:37 am
Face is kinda hard to see, but aside form that, I think it's coo'.
Title: Re: Gameboy Color mockup
Post by: Faceless on October 17, 2006, 08:40:15 am
There's not enough contrast between your two darkest shades, and I think the generic red devil works better in this scenario, as you're working with a black bg...

Here's the direction I'd be taking it in:
(http://img145.imageshack.us/img145/3684/ryubg7.png)

I used the darkest rock tiles in the bg to give it some texture, widened the shoulder span of the devil (half-assedly) and used your bubble looking rocks to break up the red floor. Idealy, you'd want more subtle stone floor tiles, and to rework the body to match the wider shoulder width, but I was working with what you had.

When making your devil sprite, you have to consider the scene he is in. You have improved the pose 10 fold, but in the scene you have created, it wasn't wide enough when compared to your tiles, and the arms were obscured by those pillars.
Title: Re: Gameboy Color mockup
Post by: Helm on October 17, 2006, 02:15:49 pm
Fantastic critique, Faceless. Strongly seconded.
Title: Re: Gameboy Color mockup
Post by: Ryumaru on October 17, 2006, 07:00:02 pm
man faceless, thanks so much for the awesome help! in my newest pose, he was actually supposed to be leaning in, and his arms would be infront of the two pillars, but i think that your way looks awesome as well. the floor actually has another element in it that i havent done yet( its a piece of rised earth so that the main char will be able to jump on and attack the boss) so that, and maybe some actuall floor tiles will help to break it up. also, you make the red look so awesome, i guess i might go with it.
Title: Re: Gameboy Color mockup
Post by: rabidbaboy on October 18, 2006, 02:44:51 pm
Man Faceless, we need more people like you back at PT.

And Ryu, are you going to make him clutch the edge of the level, or just leave his hands free?
Title: Re: Gameboy Color mockup
Post by: Ryumaru on October 21, 2006, 02:36:39 am
rabidbaboy: i dont know, the question is irrelavant for when there is a demo, as his arms will move to attack the character, but for the mockup alone, im not sure.
here are some questions for everybody:
red or blue?
him leaning infront of the pillars, or him behind them with his arms around them
if you choose the second one, id like some comments on how to go about changing his physique to be wider.
(http://img81.imageshack.us/img81/9370/show4is7.png)
disregard the bottom left image, just playing around.
Title: Re: Gameboy Color mockup
Post by: cpaw88 on October 21, 2006, 07:26:46 am
Very nice work!  This looks extremely professional!  I really wish you the best on the rest of your art for this mockup.  :y:;D
Title: Re: Gameboy Color mockup
Post by: VictorR on October 21, 2006, 07:33:29 am
You should have left the water as you did on the left edit. You might want to add some dark peaches or oranges to the water.

I made a quick edit:

(http://img100.imageshack.us/img100/3221/edit4js7.png)

Also I realized how the demon was over the water, shouldnt it be casting a shadow over it?
Title: Re: Gameboy Color mockup
Post by: Filax_666 on October 21, 2006, 08:37:01 am
@VictorR: That isn't water, it's earth. Read the thread first :mean:

I'm really liking the way you're doing this, Ryumaru :y: I'm not sure if you're still following GBC restrictions but, at this point, I don't care, because it's looking beautiful ;D
About the latest mockups...The upper two are better anatomically, but I think the overall picture would work better with the pillars, like on the lower one...just with corrected anatomy. For that, I'd try to make his chest look wider and probably raise the head a tiny bit.

I'll be waiting for development :-*
Title: Re: Gameboy Color mockup
Post by: snake on October 21, 2006, 01:21:05 pm
Really like how this is turning out.

The placement of the arms have been brought up a few times, tried to come up with a solution.

(http://img.photobucket.com/albums/v56/SnakemanEXE/GBCedit.gif)

Right now, the size of his head and his chest makes the gap between his shoulders a little wide. I compensated by making the head larger (not increasing the horn size to stay within the tile) and making his chest muscles larger. The shoulders are pulled slightly towards the body as well, and as an extra meassure, I increased their length a tad. The guy still has a large chest, but it's not not immediately noticeable.

I'll admit I don't know the restrictions required here. (There are many ways to manipulate the GBC's restrictions I've heard.) But I reckon you'll be able to spot it if there are any faults.

Hope to see more later on.
Title: Re: Gameboy Color mockup
Post by: Ryumaru on October 21, 2006, 02:09:54 pm
cpaw88: thanks!
victor: yeah it isnt really supposed to be water, but from your edit it looks like it would look cool if it was
filax666: my thoughts on it mostly, but an added positive of him being behind the pillars is just how the scene fits better.
snake: thanks for adding to the bounties of wonderful critique! the widened chest and other changes look very plausiable and believable, but i think ill either keep his head the same size, or increase its boundries to the full 48 by 48 so that it will fit better.

thanks everybody, you have been very helpful!
Title: Re: Gameboy Color mockup
Post by: VictorR on October 21, 2006, 06:37:46 pm
Woops, sorry I thought it was water. It seemed like it cause of the texture you were adding.
Title: Re: Gameboy Color mockup
Post by: Ryumaru on October 22, 2006, 02:35:33 am
victor: the random scribbles is just regions to show highlights because part of it will be raised earth that the main character will be able to jump and attack the boss on. also, thanks for taking the time of the edit, i didnt thank you in my last post. i know it takes so much for me to do an edit, its not the pixeling i mind, but the everything else.
thanks to snake for the edit, ive come up with this. part of this torso just doesnt seem to be technically good enough yet, but i hope it that it will make the arms behind the pillar thing to be more believable.
(http://img224.imageshack.us/img224/1513/newtorsowc3.png)
on second thought, what do people think about me pulling the pillars together more?
(http://img167.imageshack.us/img167/7752/closersr8.png) when i do this, i can keep his pysique as is. i like that.
Title: Re: Gameboy Color mockup
Post by: VictorR on October 22, 2006, 04:43:17 am
I say you add 2 big ones behind him, to make it look more intense.
Title: Re: Gameboy Color mockup
Post by: Filax_666 on October 22, 2006, 06:19:00 am
The pillars now look like the demons jacket :D
Title: Re: Gameboy Color mockup
Post by: Faceless on October 22, 2006, 06:54:38 am
Snake pretty much gave you what you need to progress.
The slimmer version looks a bit like an english school child sitting at his desk from the old days.
Title: Re: Gameboy Color mockup
Post by: snake on October 22, 2006, 04:46:20 pm
The slimmer version looks a bit like an english school child sitting at his desk from the old days.

(http://img.photobucket.com/albums/v56/SnakemanEXE/GBCedit2.gif)

Sorry, couldn't help myself.  :lol:
Title: Re: Gameboy Color mockup
Post by: Ryumaru on October 22, 2006, 05:54:31 pm
ok, ok, point taken. the pillars will remain the same.
here is how it will be.
(http://img60.imageshack.us/img60/9477/extendednm9.png)
any crits before i go on to some other part of this?
Title: Re: Gameboy Color mockup
Post by: Faceless on October 23, 2006, 01:13:54 am
His biceps should be completely infront of or behind the pillars, rather than starting at their bases.
Title: Re: Gameboy Color mockup
Post by: Ryumaru on October 23, 2006, 02:56:23 am
dont worry faceless, thats just me and being retarded at copy+pasting.
i have a little north facing character sprite, but i need yall to give me your opinon on his readability
(http://img222.imageshack.us/img222/2498/sprite2yo0.png)
it would be very helpful if someone could do a little 2x or 4x blow up and a draw over of what they see it as.
also, the most updated mockup:
(http://img247.imageshack.us/img247/6973/recentvk5.png)
Title: Re: Gameboy Color mockup
Post by: Gunne on October 23, 2006, 09:38:32 am
I see a man with a robe running, I will attempt to draw it in a moment

EDIT:

Here's a really crappy and fast attempt, haha, don't make fun of me :P, but I don't have much time, so don't know if it is what you wanted

(http://i47.photobucket.com/albums/f196/PUD-syn/crappy.jpg)
Title: Re: Gameboy Color mockup
Post by: rabidbaboy on October 23, 2006, 04:05:51 pm
Yeah, that's what I thought, but he had his left foot more to the back of him from running too fast. In my mind anyway.
Title: Re: Gameboy Color mockup
Post by: Ryumaru on October 23, 2006, 04:45:01 pm
hes not exactly running, he just has one leg infront of the other. but im glad its as readable as i hoped it would be.
Title: Re: Gameboy Color mockup
Post by: Evil-Ville on October 23, 2006, 05:00:13 pm
I couldn't really tell what it was before that sketch. I thought it was something like this.

(http://img112.imageshack.us/img112/1622/crapsketchqv1.png)
Title: Re: Gameboy Color mockup
Post by: Jad on October 23, 2006, 05:22:21 pm
It really looks as if he's running, I suggest making this the basis for his running animation and make another more balanced one for his idle-pose. Contraposes are nice and should really (REALLY) be used more, but this one looks a bit too dynamic for it's purpose.

Because otherwise, dynamic is good :]
Title: Re: Gameboy Color mockup
Post by: Ryumaru on October 23, 2006, 05:48:59 pm
evilville: hah, i guess its not readable to everybody yet.
jad: will do, the sound of me having a base frame ready for his running anim is music to my ears
what exactly is a contrapose?

thanks for all the helpful comments everybody!