Pixelation

Critique => Pixel Art => Topic started by: ndchristie on January 15, 2009, 03:23:22 am

Title: Vikings
Post by: ndchristie on January 15, 2009, 03:23:22 am
Fil and I are putting together hat we hope keeps becoming a small project.  We have a bad habit of letting ideas expand so hopefully if i start posting we will be forced to stick to what i show here (and nothing more ridiculous :P)

(http://xs135.xs.to/xs135/09033/vikings376.png)

currently it's almost pixel-friendly but the grass is on an automated thing.

the game is a silly viking adventure side-scrolling RPG.
this would be (one of) the heroes, the fightahhh.  just showing the model before i begin to animate and the outline/fill style of the world before i begin to draw it.
Title: Re: Vikings
Post by: Willows on January 15, 2009, 10:42:38 am
Simple idea, letting it expand too far.


... you've currently got one fighter with either multiple variations of weaponry options or a fully functional dual-wield system, and you're telling me it's only -one of- the heroes?

okay.

What impresses me about some artists is not necessarily their ability to create intricate and beautiful details, but to create intricate and beautiful details in such a simple manner that it feels entirely whole and natural, not frustratingly overwhelming and unnecessary. It's awesome how detailed and thorough you are (were?) with partisan tactics, and though I totally do get excited about all the pretty graphics... I do believe that in art and game design, especially indie game design, above all else should be simple.

Take, for example, both crocodingus and thrustburst. Incredibly simple gameplay portrayed in a clean and simple manner. You didn't get the option to play as one of 17 different ships in thrustburst; It most likely would have distracted from the gameplay. Crocodingus... well, to be honest I haven't yet tried it out, but even from the screenshots I can tell that at the core it is simple, and I've only read positive things about it... soooo :O

Also common reference, Cave Story. "Hey!" you say, "That game has multiple weapons too!". You're darn right it does, but you'll notice that each weapon is entirely unique and serves an individual purpose that is not filled by any other weapon. The machine gun is perfect for people who don't like platformer bits. The nemesis is great if you get hit an awful lot. The spur is there for the people that like to charge up their shot from behind a corner and blast their opponents in one shot, and the fireball is for those people that like to gain the high ground and rain destruction on their foes. None of it amounts to "I'm using the fireball because it looks cooler". Every weapon in that game serves an explicit purpose and greatly adds to the gameplay and value of the game.

So I very much agree that you're prone to letting your ideas run away with you, and I encourage you to make everything in your game serve a purpose to the gameplay, just to show yourself that life can be fun for a man who picks one weapon and sticks with it.

As for art specific crit, he doesn't entirely look like a viking, to me. I'd accept that he is if I was told, but I think you can push the viking-ness a bit further. Like, where's the guy's beard? What self-respecting viking doesn't have nasty amounts of hair? What's with this sissy little hatchet he's holding... I mean, c'mon, the blade is only as big as his head! You can do better than that!

I'm glad you're working on a new project, though, ndchristie. Gives me yet another game to look forward to :)

Title: Re: Vikings
Post by: ndchristie on January 15, 2009, 05:09:54 pm
Quote
... you've currently got one fighter with either multiple variations of weaponry options or a fully functional dual-wield system, and you're telling me it's only -one of- the heroes?
Yeah, you can also play as a guy with no arms!  Imagine the possibilities!  It's a sketch sheet, silly bee :P.  I'm not sure yet how to arm him. 

the red character is specifically different, a foreign Thrall who gains his freedom on his Huskarl's death.  He is a surprisingly nimble thief for his weight and speaks with my best understanding of wittiness.  Think of him like Sancho Panza meets The Artful Dodger meets Mery+Pipin for personality.  This guy could be more viking, though this is more or less his design - I'm hoping that the characters will have a bit of personality, and if they all look like cookie-cutter vikings you'll probably end up thinking well that's a waste.  But i will keep this in mind for the other bunches :D.

(http://xs135.xs.to/xs135/09034/vikings197.png)

this new green guy Jari is our fighter Duran/Siegfried.  He will have a large Axe, though I'm not sure about his costume yet - he is loosely based on Jari Maenpaa, which is lost with the helmet.  Perhaps we treat him like megaman and give him armor as he earns it.


EDIT : Fil didn't like the skirt so it's become fur, right now we're looking for the best way for him to hold a large weapon...Finalized him with a sword, then added some monster sketches:

(http://xs135.xs.to/xs135/09034/vikings167.png) (http://xs135.xs.to/xs135/09034/vikings200.png)


AAAAANNNNND finally, a WIP Goblin Bowman firing and loading animation...i'm thinking he may need another frame between up and down :


(http://xs135.xs.to/xs135/09034/goblin718.gif)
Title: Re: Vikings
Post by: crab2selout.png on January 16, 2009, 05:04:53 am
Sorry if this isn't really a critique, but I love the blonde barbarian(Jari?). Of all the characters, he really leapt off the screen the moment I saw him. Lots of personality. Fur is definitely better than the skirt. I would keep him hatless.
Title: Re: Vikings
Post by: Kazuya Mochu on January 16, 2009, 11:13:00 am
Im confused. this is not pixeled? Im just wondering why this isnt on the other section :) looks pretty good. they have loads of personality.
Title: Re: Vikings
Post by: Souly on January 16, 2009, 11:24:59 am
currently it's almost pixel-friendly but the grass is on an automated thing.


Christie, this is looking slick man.
I'm really fond of the double sworded heavy armored green dude. :D

Only real critique is when he has his sword over his shoulder.
His arm goes teeny tiny.
Title: Re: Vikings
Post by: ndchristie on January 16, 2009, 09:35:47 pm
Tweened the gobbo :

(http://xs135.xs.to/xs135/09034/goblin718.gif)
--->

(http://pixeljoint.com/files/icons/full/goblin2__r199431711.gif)
Title: Re: Vikings
Post by: hotnikkelz on January 16, 2009, 10:37:44 pm
the tweak on the animation was much needed, kudos. You know what i think will make it even more impressive, is if u have him open his mouth when he does it, just as you have the eye movement. It'll looks a if he's shouting something.  You already have the white lines around his head in one of the frames so i think it'll be a nice idea :)
Title: Re: Vikings
Post by: alkaline on January 16, 2009, 11:05:12 pm
The loading of the arrow seems a bit jerky, when the guy picks up the bow. maybe you could make it more seamless by quickening the pause before he picks up the bow or slowing down the bow movement itself.
Title: Re: Vikings
Post by: ndchristie on January 17, 2009, 12:36:48 am
The loading of the arrow seems a bit jerky, when the guy picks up the bow. maybe you could make it more seamless by quickening the pause before he picks up the bow or slowing down the bow movement itself.

Hmm...yeah timing has never been my strong suit.  Will work on it :).

Until then....An Imp riding a pig! (WIP)

(http://xs135.xs.to/xs135/09036/enemies477.gif)
Title: Re: Vikings
Post by: Helm on January 17, 2009, 05:08:39 am
The arrow is loaded in too fast and impactful way. It's a delicate thing to do, even if you're trained and you do it fast. Try faster motion in the middle when the arm travels, but slower motion in the start and end of the animation. Also if you want the eyes to follow the arm, then you have to move the head, can't just do it with eyeballs I think.
Title: Re: Vikings
Post by: ndchristie on January 17, 2009, 05:41:56 pm
lots of suggestions for the animations - they'll be gotten to :).

in thee meantime the pig has been edited and we've decided on the level of gore, resolution and magnification :

(http://xs135.xs.to/xs135/09036/behead292.gif)

because why should a beheading not be cute? :P.  The black is my addition; the game field is the space inside.  background is hella hella hella WIP.

as you can see, the game will be fought with several registers, which allows for limited platforming action.