Pixelation

Critique => Pixel Art => Topic started by: allaze-eroler on January 26, 2010, 11:42:41 am

Title: 8-bits level wip 4
Post by: allaze-eroler on January 26, 2010, 11:42:41 am
hello folks,

it's been a good while, i was away because i started to looking for job and i finally did well, i only get 2 weeks of stage and it's not enough for me ^^; so, i actually trying to create some mockup game for my porfolio and it went fine. so, there my current work, i know it's actually empty but you can suggest me anything for to improv this mockup :)

(http://oekakiallaze.free.fr/mockup/mockup_2.png)

as you can see, i'm trying to make a mockup based on the iphone spec, i probably did some error in this but you're welcome to C&C, i use the 64x64 size for this.

there is an actual wip of my isometric stuff as artwork and inspired by this pic : http://jermilex.deviantart.com/art/IsometricGameBG-electrotank-80978343 so there the pic :

(http://oekakiallaze.free.fr/mockup/isometric2.png)

i was trying to make a isometric art on the snow theme. it was kinda difficult but i succeded to make it clean and soft for the wall. ho i just forgot it : the big and ugly block is just there for trainning and as refference for light. ^^;

enjoy !
Title: Re: mock up portfolio (wip)
Post by: allaze-eroler on January 26, 2010, 03:59:51 pm
well, i recently rewamp the ground and i added some stuff. i'm still working on it, now i will soon add the background and some sprites.

(http://oekakiallaze.free.fr/mockup/mockup_3.png)
Title: Re: mock up portfolio (wip) update
Post by: Elk on January 26, 2010, 04:23:49 pm
Aside from it being not pixelart and very monochrome, the rockpattern is semi nice, speaking of the first one you posted, not the smoothened out one.

On the second picture, the logic is a little missing, look at normal cave's stalactites and stalagmites.
IMO the Upper part doesn't match with the floor, it's too smooth and glacial
Title: Re: mock up portfolio (wip) update
Post by: allaze-eroler on January 31, 2010, 10:29:04 pm
Aside from it being not pixelart and very monochrome, the rockpattern is semi nice, speaking of the first one you posted, not the smoothened out one.

On the second picture, the logic is a little missing, look at normal cave's stalactites and stalagmites.
IMO the Upper part doesn't match with the floor, it's too smooth and glacial

you're right about it and i'm actually trying to fix it as soon as possible but it's not yet ready to show.

right now, i'm trying to make small pixel art for my webpage, it's actually a little header that i'm working on, i plan to add more character :

(http://oekakiallaze.free.fr/comissions/images/header_pixel1.png)

for moment, it's all flat and i would like to know if there any errors ?
Title: Re: mock up portfolio (wip) update
Post by: allaze-eroler on February 01, 2010, 04:16:09 pm
another update of my header :

(http://oekakiallaze.free.fr/comissions/images/header_pixel2.png)

first character : 15 colors and in 64x64, second character : 25 colors and in 64x64

C&C are highly welcome
Title: Re: header pixel art (wip) update
Post by: HughSpectrum on February 01, 2010, 04:30:21 pm
How are you getting 15 colors in the first sprite?  I counted about 5 just from eyesight.  Same goes for the 2nd sprite.  There are a lot of buffer shades but even that can be a 16 color sprite at most.

Other critique I have is that the left one doesn't have much definition in form.  It has shading, but still feels quite flat to me.

The right one has form, but how the light is hitting its face seems off, and there seems to be a secondary light source for the boat's side that is facing us (I'm gonna assume that's a boat.  Having difficulty being able to tell what something looks like is a critique in itself).  Same for the oar behind the character's head, there's a highlight away from where the rest of the light is coming from.
Title: Re: header pixel art (wip) update
Post by: allaze-eroler on February 14, 2010, 02:59:45 pm
How are you getting 15 colors in the first sprite?  I counted about 5 just from eyesight.  Same goes for the 2nd sprite.  There are a lot of buffer shades but even that can be a 16 color sprite at most.

Other critique I have is that the left one doesn't have much definition in form.  It has shading, but still feels quite flat to me.

The right one has form, but how the light is hitting its face seems off, and there seems to be a secondary light source for the boat's side that is facing us (I'm gonna assume that's a boat.  Having difficulty being able to tell what something looks like is a critique in itself).  Same for the oar behind the character's head, there's a highlight away from where the rest of the light is coming from.

hmmm indeed, you're right about it for about the second sprite, i need to fix them fully and for about the colors in the first sprite, i checked how much i got and it said that i have indeed 16 colors, probably because it have a subtil colors stuff. i will fix it next time.

by the way, i recently redone fully my tileset and i ended up to this version :

(http://oekakiallaze.free.fr/mockup/tileset_1.png)

so, there how is going the "level" :

(http://oekakiallaze.free.fr/mockup/mockup_4.png)

well, the tileset was redone because the first version is too long to do so, i indirectly thank to mathias for his interesting tutorial about tileset :)

next step : paralax picture !

C&C are welcome.
Title: Re: rewamp of mockup.
Post by: allaze-eroler on February 28, 2010, 04:06:23 pm
hello folks, i got some serious problem with my computer lattely but it seem that it's now solved. not for a long time of course... because i will soon change my computer :D

excepted of that, i recently tweaking my tileset and i added some extra bloc for it, i decided to use the 32x32 as size because i realised that i can save much space in this way, so there the pic :

(http://oekakiallaze.free.fr/mockup/tileset_3.png)

C&C please :)
Title: Re: tweaking of mockup. (udapte)
Post by: allaze-eroler on March 04, 2010, 02:51:55 pm
well, i recently started to work on the paralax background, i'm still thinking how it will turn out but first, i need you C&C about the shape of the background.

there the paralax :

(http://oekakiallaze.free.fr/mockup/background_paralax.png)

and the new tileset :

(http://oekakiallaze.free.fr/mockup/tileset_4.png)

there how it will look as level-test :

(http://oekakiallaze.free.fr/mockup/mockup_5.png)

C&C are welcome :)
Title: Re: cave mockup [WIP] (update and C&C needed)
Post by: Gizmonicgamer on March 06, 2010, 09:22:49 pm
Looks good - love the monochromatic style.
Title: Re: cave mockup [WIP] (update and C&C needed)
Post by: allaze-eroler on April 08, 2010, 09:06:15 am
hello folks, it's been a while i didn't come here ^^; i was quite busy with my family and making my portfolio. well, lately, i started to spend more time to work on my portfolio project. :)
 
there my current work of my fake nes game.
 
(http://oekakiallaze.free.fr/mockup/level_8-bits_wip1.gif)
 
for moment, it's kinda empty but it's already a good start :)
 
any critism and comment please ? :)
Title: Re: 8-bits level wip 1
Post by: EyeCraft on April 09, 2010, 02:13:32 am
If you intend it to resemble a NES game, you'll have to acquaint yourself a little more with the NES's restrictions on graphics.

(http://www.wayofthepixel.net/pixelation/upload/cc/shatterhand/nesspecsl5.gif)

You'll need to use colours from the NES palette, and you're limitted to how many palettes you can make, and how many colours are in those palettes, etc. Your tiles and sprite currently break these restrictions.

Aside from that, character lacks contrast. Pick a strong highlight and a strong shadow and shade according to a lightsource. This will lend contrast and a sense of form to the subject.

Why not try some secondary motion, such as having the tail trail behind the motion of the main body of the figure? Or the raised hand trailing behind in motion. These kinds of things can add a lot to the impression of real physical motion.

What kind of environment is this set in? The ground looks cool, but what is it meant to be?
Title: Re: 8-bits level wip 1
Post by: Lizzrd on April 09, 2010, 07:12:57 am
The main thing for a nes game is really that three colors+transparency each 8 pixels.
Title: Re: 8-bits level wip 1
Post by: allaze-eroler on April 09, 2010, 12:50:55 pm
If you intend it to resemble a NES game, you'll have to acquaint yourself a little more with the NES's restrictions on graphics.

(http://www.wayofthepixel.net/pixelation/upload/cc/shatterhand/nesspecsl5.gif)

You'll need to use colours from the NES palette, and you're limitted to how many palettes you can make, and how many colours are in those palettes, etc. Your tiles and sprite currently break these restrictions.

Aside from that, character lacks contrast. Pick a strong highlight and a strong shadow and shade according to a lightsource. This will lend contrast and a sense of form to the subject.

Why not try some secondary motion, such as having the tail trail behind the motion of the main body of the figure? Or the raised hand trailing behind in motion. These kinds of things can add a lot to the impression of real physical motion.

What kind of environment is this set in? The ground looks cool, but what is it meant to be?

ack... i though i could set up my ow 56 colors.... well, i guess that i don't have the other chooise to use them... ho well... ^^;

for the sprite, there a certain limit that i can use ? i know that i should use a 8x16 and 8x8 only. so, how can i redo them without losting the detail ?

for about the animation, i will try to improve it a bit more but since it's limited to 4 frames per move, it will be kinda hard ^^;

edit : i forgot to mention it, i wanted to make in kind of outside place near the forest... for moment, the background is awfull lol ^^;

The main thing for a nes game is really that three colors+transparency each 8 pixels.

i knew it, i took extra attention on the number of color, i should use 3 color per 8x8 tiles.

by the way, there the new progress of my little animation :

(http://oekakiallaze.free.fr/mockup/level_8-bits_wip2.gif)

any critism and comment please.
Title: Re: 8-bits level wip 2
Post by: Cure on April 09, 2010, 03:16:49 pm
(http://i57.photobucket.com/albums/g209/phototekcub/mockupedit.gif)

here's an edit to make it look a bit more 8-bit/oldschool, I wasn't following any nes restrictions though, just an attempt to emulate the aesthetic
Title: Re: 8-bits level wip 1
Post by: Kasumi on April 09, 2010, 07:27:31 pm
for the sprite, there a certain limit that i can use ? i know that i should use a 8x16 and 8x8 only. so, how can i redo them without losting the detail ?

Yes. You can have 64 on screen at once. And you can only use sixty-four 8x8 sprites, or sixty-four 8x16 sprites. My quick and dirty (read: probably incorrect count) means your big dinosaur on the left is twenty-four 8x8 sprites. I assume the one on the right uses less, so you're good for now, but you still couldn't have much else on screen. I didn't check how many 8 x 16 sprites it would have been, because 8x16 sprites are fickle, and end  up using space normally reserved for your background tiles. If you want a sprite that's shorter than 8x16 (for a bullet or something) and you're using that mode, you have to leave a tile blank in your background tiles. Not many games used that mode.


Another problem is you can only have 8 sprites in the same horizontal line. Any more and the NES simply won't display them unless you manually flicker them. Your game would be pretty flicker heavy with such wide sprites. But there's at least one official Ninja Turtle Fighting Game that uses larger sprites than yours and flickers constantly. It's not... THAT bad.

Quote
i knew it, i took extra attention on the number of color, i should use 3 color per 8x8 tiles.
Actually it's 3 colors for sprites. You get FOUR colors per 8x8 tile for backgrounds, but one of the four colors must be the same in all your background palettes. If the trees were the same color as the grass, I think I could make it work on NES without the HUD in two palettes, and with it in three, or four (but... you only have four so most other things in the level would have to use these colors without tricky level design) depending on if the dinosaur head and number are sprites or part of the background. With the trees as they are now, I can't immediately think of a way to make it work on a real NES, but that doesn't mean it's not possible, or that you should change it. You're doing fine for just the aesthetic.
Title: Re: 8-bits level wip 2
Post by: buddy90 on April 10, 2010, 04:23:39 am
No, there are sprites with 4 colors, MegaMan has 5, and the contra guy has 4.

Anyway, for the most part, as long as you use the NES colors and use 3-4 colors a sprite/background and keep the resolution, it'll look like an NES game. You don't have to complicate yourself too much with minor details.
Title: Re: 8-bits level wip 2
Post by: PypeBros on April 10, 2010, 04:30:17 am
No, there are sprites with 4 colors, MegaMan has 5, and the contra guy has 4.

Anyway, for the most part, as long as you use the NES colors and use 3-4 colors a sprite/background and keep the resolution, it'll look like an NES game. You don't have to complicate yourself too much with minor details.
That's because you think of a "sprite" as "one movable character", but NES sprites are 8x16 at max. So whenever you see more than 3 color on a character, that's simply because the developers used actually several sprites for one guy. They're still limitted to 3 colours per "square" unless you "overlay" multiple sprites to increase the colour count -- which noone would do unless having serious trouble retro-porting SMW or DKC2, imho.
Title: Re: 8-bits level wip 2
Post by: Kasumi on April 10, 2010, 05:13:54 am
No, there are sprites with 4 colors, MegaMan has 5, and the contra guy has 4.
I should have specified I meant hardware sprites. That is what I refer to when I specify a specific 8x8 pixel area. (That, or a tile) There are never more than three colors in a hardware sprite.

Beat to it by PypBros, but I'll post this image anyway since I spent a little time on it.

(http://img641.imageshack.us/img641/290/megamanlayering.png)

Sometimes I do wish there was another word for a sprite that is not a hardware sprite. Layering is possible, and a good idea if you have sprites to spare. The bad part is this also counts against the eight sprites per scanline rule.
Title: Re: 8-bits level wip 2
Post by: allaze-eroler on April 13, 2010, 09:20:23 am
wow... i learn alot of new thing that i can't quote them all ! XD

anyway, i did a major update in her design and landscape, i found out how to handle it, there the progress :

(http://oekakiallaze.free.fr/mockup/level_8-bits_wip3.gif)

for moment, i'm still thinking about the critter, should i keep it and change her size or should i draw an other critter in order to replace it ?

any critism and comment please.
Title: Re: 8-bits level wip 3
Post by: xhunterko on April 16, 2010, 03:41:33 am
I'm actually wondering how you did the first section of tiles you posted.

To me, they look like actual scanned in drawings with pencil then created on a computer. Not that that's a bad thing of course.

As for the current piece. I'm guessing the main character is on the left, yes?

Make it a little bigger to stand out more. It's shading is good, but, well, it's still lacking something that I can't put my finger on.

Also, the bouncing critter. Why does it's tail stay stuck when the rest of it is moving? That should be able to move as well.

Just my thoughts.
Title: Re: 8-bits level wip 3
Post by: allaze-eroler on April 26, 2010, 02:22:43 pm
#1 I'm actually wondering how you did the first section of tiles you posted.
     To me, they look like actual scanned in drawings with pencil then created on a computer. Not that that's a bad thing of course.

#2 As for the current piece. I'm guessing the main character is on the left, yes?

#3 Make it a little bigger to stand out more. It's shading is good, but, well, it's still lacking something that I can't put my finger on.

#4 Also, the bouncing critter. Why does it's tail stay stuck when the rest of it is moving? That should be able to move as well.

Just my thoughts.

#1 for i how i did this, it was actually a 100% done with computer, nothing were scanned, i only the filter from photoshop for to make more sharp before i converse them into 8 colors schemes. but now, i'm using more graphic gale than photoshop for pixel art.

#2 yes, you're right. it's the dino-like that was the main character.

#3 i can't make more bigger or more shorter because of 8x8 and 8x16 rules. so, i prefer to stick on this actual size.

#4 that is because i haven't yet finished it, i did mentionned it few post ago. beside, i changed the monster for a boss that you can see there :


(http://oekakiallaze.free.fr/mockup/level_8-bits_wip4.gif)


i indeed removed the loop stuff because the new monster is not yet animated. ^^;