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Messages - ArtGuyStanley
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Pixel Art / Re: [WIP][NUDITY] Hot Mess Game
« on: April 22, 2013, 09:18:55 pm »
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The latest image you posted doesn't seem to have a 1:1 pixel ratio, it looks stretched/blurred.

Yeah, sorry about that. Was in a rush and just got a screen grab. The main thing about the shadows is the opacity that will be drawn every tile. That's a PNG24 drawn for every case on iOS, which I'm 99% sure will make it chug pretty bad. On top of that, we will need to remove those tiles if walls are destroyed and change other tiles to draw diagonals appropriately. I'm still workin' on it tho. Thanks!

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Pixel Art / Re: [WIP][NUDITY] Hot Mess Game
« on: April 22, 2013, 08:17:45 pm »
Awesome. Thanks again for the feedback. Sorry for the late response, but I've been scrambling around the past few days but I'm back to Hot Mess (HM) again. So I have a few questions and/or concerns. I think to get my point across, I'll have to show you guys how the game is actually playing. You can check that out here -->https://vine.co/v/bPmbiO906I7. Hopefully this can help wrap your brain around the game as a whole.

As you can see, you are in perpetual motion. First off, I feel that the color changes that Sekiseki made helped a lot with preception of items in the game. I also like the idea of hallway rugs the visually lead the player. I do, however, feel like the subtle details in some elements in your mock-up, Seiseki, would be lost completely since you can't stop to appreciate them. Also, I feel like the level of detail and realism of the characters and perspective of the big robot go against the contrasting, wacky, simplistic pallets of the style that I am currently going for. Unfortunately, getting diagonal shadows like that to work would be more than a technical chore for us. I also feel like the shadows insist on this ever present perspective that strays away a bit too much from the abstractness that I'd like.

Thinking ahead, the art, as of now, is very blocky and a bit stylized so I feel like the animations will need to be a bit exaggerated and in minimal frames, especially for the robots, to keep with the current tone. Imagine like the Donkey Kong 2 frame anims for stomping and such. I feel that treatments such as these will make for a cohesive experience.

I've been playing with color schemes and toning down the tiles like you all had suggested and this is what I have so far in Tiled. Keep in mind that some of the art is just filler for now to show some variety. The less developed pieces are rather noticeable.

Keep the critique coming guys and I'll keep taking it! Thanks!

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Pixel Art / Re: [WIP][NUDITY] Hot Mess Game
« on: April 20, 2013, 03:44:46 pm »
Thanks for the paint over. So, maybe this is where I went wrong, but the whole "looks like tiles less like rugs and actual flooring" was the goal. We started with a much more realistic space, as you can tell, and felt like the style was a bit generic and would have a hard time standing out. We went with a more visually abstracted style to keep players from expecting realistic interactions with the game elements. I feel like that wackiness of the visuals lets us be able to play with wacky mechanics and even potential narrative. I think there's a happy medium somewhere. Thanks again. Ill do some more touch up and then post some updates. Thanks again!

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Pixel Art / Re: [WIP][NUDITY] Hot Mess Game
« on: April 19, 2013, 10:36:26 pm »
Awesome feedback! I believe that I'll play with the level of detail and contrast in the floors a bit and see how that looks. When playing the game, we noticed that it was really helpful to be able to remember rooms by their patterns and/or color, since levels tend to be large. By having such vibrant floor tiles, it helped players remember where they were in the environment. We haven't played too much with additional colors in this art style but maybe it's time too.

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Instead of the ambient occlusion, why not try actual shadows which would add both depth and shape?
I'll totally try that out. The main reason for not doing that is that I am using (http://www.mapeditor.org/) for our editor. It allows you to rotate sprites, that way we wouldn't have to make every possible rotation into a sprite sheet. However, that would create inconsistent shadows if the shadows were in the sprites themselves. So, the solution is have everything face the same direction with no rotation, or have 4 directional sprites for every element. Here's a look at the first mock-up when I played with shadowing. They aren't very apparent but you could kinda sense the presence of a directional light:



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You need a way to differentiate foreground and background objects
I see what you mean. I need to find a happy medium so that the rooms, hallways and negative spaces all stand out on their own while not competing with the walls and individual elements. I think that pushing the brightness back a bit on the tiles and playing with the color a bit would help. I really wanna go wacky with the colors but I like the overall "cool" feel that this mockup has to it.

@Seiseki I can totally post an un-textured file to draw on top of. Unfortunately, it will have to be tomorrow morning.

Thanks again! All of your feedback is much appreciated!

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Pixel Art / [WIP][NUDITY] Hot Mess Game
« on: April 19, 2013, 02:49:32 pm »
Hello Pixel-doers,

I relatively new to the pixel scene and am currently looking for some constructive criticism for a mobile game that I am working on called "Hot Mess." You play as a malfunctioning firefighting robot who mistakes the fires of love and compassion for the fires that he must extinguish. Basically, you are a robot spraying down naked people in love.

So let me introduce the mechanics a bit. You are in perpetual motion and can turn CW and CCW by tapping right or left on the screen. Holding left and right sprays water. Hitting lovers with water KOs them and makes you "boost" for a short period of time, destroying anything in your path.

We are playing with multiple styles, ranging from more literal to more abstract, and have settled on this feel in general:



NOTE: This is not relative scale in the game space.

We like the contrasting color scheme and the lack of 100% realism in what certain objects might actually be. Here is a look at how the game would look at the correct resolution.



As of now, these mock-ups are lacking UI and will potentially need:
1. Water meter
2. # of lovers remaining
3. Time

Example of before and after destroyed elements:


That being said, what are your thoughts on the:
1. Color pallet?
2. Proportions of elements?
3. Perspective?
4. Readability of sprites?
5. Negative space treatment?
6. Faked occlusion gradient near the walls?

All questions/comments are much appreciated (unless you are a total, nonconstructive d*ck). I would like to use this as a hub for my "dev-log" per se, to show a complete timeline of the game. Also, if you would like to test the game, please let me know and I will put you on a list for TestFlight (must have iOS device).

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