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Pixel Art / Re: [WIP?] RPGish stuff mockup
« on: June 14, 2012, 11:04:49 pm »
I can't create an effective color palette either so I can't offer advice on that. Arne's 16 color global palette is most excellent and easy to use since the low number of colors speeds up decision making when coloring sprites. Version 20 of the palette on page 3 is mostly stable at the moment.
http://www.wayofthepixel.net/pixelation/index.php?topic=4306.0
edit.
Wasn't too much I'd change, I shifted the left foot and right shoulder down a pixel since the stance was looking odd. Same with right foot I pointed it to the front of the view for the same reason. Also added to the right thigh since it looked thin compared to the left thigh and tried to detail and shadow the head a little.
I think the outlines serve it best and the gender shines through quite well despite the thick wardrobe and short stature of the sprites. You've basically exceeded Nes color limits for the characters unless you use sprite layering but you have a fair number of sprites present that could get in the way of that, if you just want the styling as an effect I'd stick to 8 colors at most per sprite for a semi "8-bit" look.
For natural or organic tiles I would think some variations on the default tile would help your cave out. More cracks, stuff growing in the cracks, missing bricks, etc. you get the idea.
Despite the small sprites you can only either push for more perspective accuracy(Higher tilt on the view angle on the sprites.) or an approximation of the view for pleasing sprite appearance. Right now you're kind of in the middle and neither priority is being served well. I can't say I ever liked the flat Egyptian look of old RPGs so I'd try to get the perspective better.
You might want to consider a higher position for the characters when up against the wall unless its required that they keep away from the wall, idk? Just something to consider.
I should ask, what resolution are you going to make the game window, just curious at the scale everything will be seen at?
Overall I find the graphics quite pleasing to eye, I could look at them for long periods of time without getting sick of them if that makes sense.
http://www.wayofthepixel.net/pixelation/index.php?topic=4306.0
edit.
Wasn't too much I'd change, I shifted the left foot and right shoulder down a pixel since the stance was looking odd. Same with right foot I pointed it to the front of the view for the same reason. Also added to the right thigh since it looked thin compared to the left thigh and tried to detail and shadow the head a little.
I think the outlines serve it best and the gender shines through quite well despite the thick wardrobe and short stature of the sprites. You've basically exceeded Nes color limits for the characters unless you use sprite layering but you have a fair number of sprites present that could get in the way of that, if you just want the styling as an effect I'd stick to 8 colors at most per sprite for a semi "8-bit" look.
For natural or organic tiles I would think some variations on the default tile would help your cave out. More cracks, stuff growing in the cracks, missing bricks, etc. you get the idea.
Despite the small sprites you can only either push for more perspective accuracy(Higher tilt on the view angle on the sprites.) or an approximation of the view for pleasing sprite appearance. Right now you're kind of in the middle and neither priority is being served well. I can't say I ever liked the flat Egyptian look of old RPGs so I'd try to get the perspective better.
You might want to consider a higher position for the characters when up against the wall unless its required that they keep away from the wall, idk? Just something to consider.
I should ask, what resolution are you going to make the game window, just curious at the scale everything will be seen at?
Overall I find the graphics quite pleasing to eye, I could look at them for long periods of time without getting sick of them if that makes sense.