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Messages - skaytr
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1
Some excellent points!

The side scrolling was intended to break up the top down rpg style actually, with some deep slightly comical background parrallaxing elements hehe. Will work towards screen mock ups with a placeholder hud n stuff. And yes i will make a top down sprite for Hero :) im still tweaking the design however, so i wanna finish the sude on run cycle before i continue with him in top down.

Kinda late here, just checking in before bed.
As always, thanks again for bestowing upon me your vast pixel knowledge muahahahahaha :D

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Wow, thanks for that awesome reply!

First of all I would like to mention that I haven't even started tiles yet. I have literly only that environment concept, and I'm now working on my character. I was informed that the character is one of the best places to start from a community member that most inspirational to me  :D

Changing the resolution is no problem to me, I do see what you mean with a larger resolution though. Perhaps I was thinking that having a bigger resolution would (like you said) somewhat Isolate the player. It was a foolish intentional result that I hadn't put much thought into. Before I create any environment assets this will be something that I will extensively research and test.

I also feel like I should be scaling my assets up in-game... So even at slightly larger resolutions It will still look like decent Pixel Work.

When I say I'm a complete beginner, I literally mean I have never done any Pixel Art prior to starting this tree/tile set (at the top of this post), I have never created a 2D game (besides a brief side-scrolling project for College), and I'm still very new to professional quality Art/Asset production in general. I'm not just whining saying to take it easy, quite the opposite. I'm trying to gather as much information about Pixel Art and Classic RPG style Asset production as I can!  :D

Honestly I like my Character when he is scaled to a larger resolution (without AA of course).. It feels much more like the style I was going for when I first started :)

BTW here is a WIP for the run cycle. It is based of a simple run cycle from the animators survival guide. There are a few things I'm not happy with, especially at 1:1 pixel resolution. At higher ratios though it feels much less noticeable!

I'm not happy with the hair looping, it feels a bit to jerky for me
I feel his back leg/arm are not high enough contrast to his front leg/arm, and kind of gives the impression that halfway through the loop he is moving the same arm/leg again haha.
I'm also considering adding more details to his attire, which I feel would aid to the depth of the animation.
And his head turns on the wrong step... DOH lol thats something I intend on fixing later.

I'm not sure if I already mentioned it here, but it is worth noting that there are also 2D side-scrolling-platformy type levels in this game :P



Again, I don't mean to come off as immature or ungrateful, I'm just trying to gather as much info as I can before I start Asset production for the game :D - Still continuing to write/refine the story and background story etc... And concepting some more creatures for the game...

... for now though, I am just focusing on Hero, and pre-production  :y:


Edit: Keep in-mind to there will be Hud elements that creep onto the srcreen. I havent nailed anything down for that yet, but there is quite  a bit of into being displayed at any one time.

Thank you!

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Well, i only drew a little section of ground texture in the center, i duplicated it through the rest. I colored other tiles to see what it would look like through the entire screen. and the code i used for the lighting engine is based off of this guys awesome scripts: http://www.youtube.com/watch?v=MaDPr2Z1-lM

The shadows don't work that well with organic forms, but I basicaly removed the outlines, changed the alpha so the shaded area is always 90% black,  and made a global variable that defines the radious of the light following the player. When you collide with smaller crystals (or whatever it may be), the instance of crystal kills itself, increase the value of the global variable by a certain amount, which in turn effects the radious of the light following the play. I have a maximum amount defines aswell.

I figured for this environment, that it would be pretty dark for "Daylight" And the caves would have a seperate variable where you can only see a few feet infront of the player, unless of corse you collect cyrstals to temporarily increase the radius. I can also implement a timed element that decreases the radius over time. and another sweet feture is you can control the color of the lights! 

I'd probably use the cast-shadow feature in the caves if i can make it look more organic, But its pretty system hoggy to have multiple lights/case shadowed objects. I can only run it at 240 FPS on my beast computer haha (the other scenes run at 2200). I have it capped at 60 FPS though. smoooooth. XD

Edit: Not sure on resolution yet, and Ive decided Il use 32x32 for tiles, some sprites are taller though. Right now for testing the Game maker code I have the room sizes at 1400 x 800. My character fits snuggly inside a 64x32 sprite for his idle pose, but would need 64x64 for action animations.


Ive been doing allot of research/concepting/designing this time around, pretty excited !

Heres a WIP for the character:

4
Pixel Art / Re: Big buff fighter sprite
« on: June 06, 2013, 06:22:55 pm »
Ahh cool, thats quite  a bit bigger, The hand movements aren't SO bad :P don't take it the wrong way. Perhaps try more of Fighting stance, or something like this:



Please excuse my super crude edit :S I changed the contrast a little bit, and tried to change the arms abit. I only used the lasso tool to reposition, so its kinda rough, but you can see how alternating the up and down movements is more like a fighting stance than moving both at the same time.

Again, this is only rough. Ideally you would want to offset the movements so they repeat the loop on different frames for each arm, it looks much more natural. (and this is only two quick frames to illustrate 1 point)

 HOWEVER, the grab-like animation you have there might work very well if he was hunched over abit more, and the grab was reduced to a twich between 2-3 frames, and were offset by 1 frame per hand.

I don't really have the time to do a full edit, but I hope that gives you some more ideas :)

5
Pixel Art / Re: Big buff fighter sprite
« on: June 06, 2013, 04:11:38 pm »
How Big and Buff is he suppose to be in relation to other Characters?

And in terms of animation, to me he looks like he's squeezing the dudes butt standing in-front of him :P Try closed fists, seeing as you have a hulk stance, it would be quite appropriate. That all depends on his fighting style though!

And I feel the contrast is a little bit to high, Instead of using near white for the highlight, try shifting the hue from the base skin tone and increasing the light just a little bit. same for the shadows, his abdomen kind of gets lost in the middle there hehe.


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Pixel Art / Re: [WIP][CC] Large Tree
« on: June 06, 2013, 01:43:16 pm »
From a quick overlook I'd say it's RPG-Maker graphic and it isn't neither great from the tiling approach nor from the pixel art - so I won't recommend to use it.
It seems that you can get a lot of the stuff from here:
http://www.tekepon.net/fsm/modules/refmap/index.php?mode=map

Obviously I would be creating my own assets, and I would make sure they tile better and are somewhat unique. And I personnally don't have a problem with those graphics, but I do see what you mean by the tiling.

Also, Are suggesting that I myself use assets from that site? or that they are using them from that site and not creating their own?


Edit: May I ask in your opinion  of GOOD pixel art/ tiling RPG games within the past 1-3 years? and what is good about them?

I'm also thinking about completely changing the setting of the game. I'm probably way too ambitious at this point. I think I should basicaly drop the story, focus entirely on instance crawling... if I knew how to create rougelike instanced levels... I could just drop the Player in the middle of nowhere, without a town, and just go nuts XD

Theres an Android game called " Pixel Dungeon " which is super fun, and has literly no story. You just start off in a dungeon and fight your way through the floors, and its amazing! I'd probably keep my game more open world though.

Update:

I sketched something up... I quite like it, and would sitll be 95% the exact same mechanics as previously, except I have more freedom when it comes to anatomy of vegitation, I already have proceedural lighting engine in game maker for this so thats not a problem :P. I like the color pallet on this image also. I can still have "Forests" of wierd Teal/Yellow blobby vines, I can still have caverns and cliffs of the offset stones on the surface. Make-believe worlds were always more interesting.

I had planned on creating scenes like this in game anyway, But now the player is dropped right into it... youl find out why if you play the game! ^^ hehe


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Pixel Art / Re: [WIP][CC] Large Tree
« on: June 06, 2013, 12:53:57 pm »
Hmmm... personally I love the old-school graphics of the screenshot I posted. However, maybe using 32x32 native tiles would be better. And honestly, I'ts not 2001 anymore, It wouldn't be out of the ordinary for the game to be larger than 10 MB haha ( Ahriman's Prophecy is only 10MB ).

Of course I'd love may game to look as good as possible, but I'm only 1 man, and I don't have all the time in the world :P

I'm using Game Maker for my engine btw. I already have enough knowledge to code most of the things I need, And I have the ability to scale the assets up if I need/wan't to.

I did notice that allot of the newer games from Arimanth games (ppl who made Ahriman's Prophecy) have ALLOT more colors in their pallet, and use Anti-Aliasing on everything. While there is no doubt that this looks good, I Think I'd rather stick to classic graphics and focus on unique Assets and engaging story, rather than grinding on beautiful assets and never have a completed game (especially for my first full game!).

I'l make a mock up of the scene that I wan't first.... boy, where to start haha.

Thanks guys!

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Pixel Art / Re: [WIP][CC] Large Tree
« on: June 06, 2013, 11:58:40 am »
I suppose in those games the characters are quite large compared to the tree, or else you wouldnt see them. I don't even know where to start lol, where would you suggest?

I do have a character concept, but it is certainly not refined enough to be an asset. Honestly though, the Art style for the game dosn't really matter to me. It's already been changed so many times, and as long as it still works with the story/gameplay mechanics that I have written, and it looks good, I don't really care...  it probably sounds like I'm kind of bypassing the artwork for the game, which is impossible. I suppose I just don't really know what I wan't yet.

Honestly I would be thrilled if my game looked like Ahriman's Prophecy, which was the game I was aiming to compare to:


If i'm not mistaken, the assets are not 1 pixel : 1 pixel ? they are blown up slightly right, should I be doing that too? For example, create 16x16 tiles, and blow them up to 32x32 in-game?

Even in here the trees are tinyy compared to mine... Doh.

This time around, the FOURTH revision of my assets, I'm going to sketch rough templates for sizes/perspectives so it dosn't get out of control. again...

Well. Considering I'm still super super new to pixel art, I've learned an awful lot. And even I was heading in the wrong direction, I can only learn from it in the end.


When I have my tree again, should I update this thread? or create a new one? Or should I start with main character first?

@YellowLime:

Yeah... lol I am not even that happy with the tree honeslty, the more I look at it the more i see the flaws. I'm only happy with time I invested into it, not giving up allong the way. I'l shrink this down and use it as a base I suppose. I have some more planning to do (yaaaaaaay)


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Pixel Art / Re: [WIP][CC] Large Tree
« on: June 06, 2013, 10:42:12 am »
So basically ive just wasted the last few days?

This is by far the be biggest sprite in the game. How else do u make a giant tree?

I honestly dont know what to say to your comment...  i feel like im takin two steps forward and three steps back :(


And the reason i choose pixel art for my game is because i love the old school style, and it massively reduces the sizeo the game. But clearly i have no idea what im doing, maybe I should take up knitting or something...

Edit: i thought i DID fix the persective

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Pixel Art / Re: Comments and Criticism 'Post-Apocalyptic atmosphere'
« on: June 05, 2013, 11:26:09 pm »
I would suggest adding a far background and middle ground, maybe even a far foreground elemt aswell :)

As to the content, thats up to you, its your piece.

Fantastic start though, good colors and values! :)

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