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Messages - oxysoft
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11
Pixel Art / Re: Player hud for space-ish game
« on: November 18, 2015, 03:46:13 am »
Okay so I realized that I needed to display the player name somewhere, therefore I have squished the hp bar again and added a new panel



I decided to try and use all three of the reds for the helix itself and it does allow for a much better defined shape but I don't know what to set the background as (for the helix)

edit: maybe something like this


12
Pixel Art / Re: Player hud for space-ish game
« on: November 17, 2015, 11:24:34 pm »
I think part of the problem is that the colours are rather harsh.
The helix form of the HP bar is a neat idea, but doesn't read well at 1x because the dark red blends with the black, because of how bright the lighter red is. I think with different colours this could be very effective. Perhaps a less-bright red, with a slightly darker and purplish colour for the back part of the helix?

Edit: Here's a version with the colours on all three bars modified (made less intense), and a little highlight added on the two smaller bars for some extra interest:

I don't know how important each bar is, or how this part of the HUD looks in context of the rest of the game, so I don't know how well it would work, but I hope it gives you some ideas!

That does look quite nice but the colors feel a bit washed out compared to the rest of the game, where I try to keep the colors as poppy as possible without being eye burning. It might just work that way though, maybe it'll create a better contrast with the game and make it easier to see the HUD. Here is a semi-old screenshot with your edit on top, to get a feel



Not bad

By the way, that hp bar wasn't even meant to be a helix, and I didn't see it that way until you said it  :)

13
Pixel Art / Player hud for space-ish game
« on: November 17, 2015, 10:09:51 pm »
I started with this small hud and I think it came out pretty good, but I came to realize that it needs to be be bigger for the game I'm making (hp needs to be quite visible and attract the eye because death is permanent in this game)



so I made it bigger but the hp bar I had just didn't cut it anymore so I started trying a bunch of different patterns but none of them looked too nice



Any suggestions? c+c on the rest of the hud as a whole is appreciated as well. The orange bar is weapon cooldown and green is exp, and the square window on the left will contain a view of the player.

14
Pixel Art / Re: Need help with low resolution fast walk animation
« on: November 05, 2015, 08:51:31 pm »
i think you pretty much nailed it with that last edit. The legs seem a bit small compared to the rest of the body though. Maybe shifting the torso one pixel to the right compared to the legs might help, not sure though

It does look a bit better now that I look at it from a fresh eye. However, the leg does seem to get smaller when it goes behind

15
Pixel Art / Re: Need help with low resolution fast walk animation
« on: November 03, 2015, 05:22:35 pm »
I modified it a bit and it looks more like a fast walk now I think



I have a lot of trouble with the front leg however, especially when it goes behind, to the left. No matter how I draw it, it doesn't look good.  ???

In this version, I simply left it out for now to get an idea of the whole picture as it is.

Edit:


A bit better than what I had before but it still feels really off

16
Pixel Art / Need help with low resolution fast walk animation
« on: October 25, 2015, 07:54:31 pm »
I am trying to translate this animation



to a side view, and this is what I have so far



After like 4 hours of fiddling with this, it finally looks like these legs are trying to get somewhere BUT

After comparing the two, it looks to be more like a jogging animation than a fast walk as in the first one but I have had a lot of difficulty making it readable when the motion was slower. I didn't even intend to turn it into a jogging animation, it just kind of turned out this way naturally as I was trying to make it more readable.

Don't mind the odd colors, only focus on the animation please

Thanks

17
First off, I want to say that I really like this. I don't really have time to do any in-depth analysis of the art or whatever since I'm tired and I'm going to bed in a bit but quickly:

1. How about the farmer is an angry redneck? This could add a bit of personality

2. Your bow could be upgraded to a shotgun

3. I'm assuming the beaver would lunge pigs and attack them? I'm not sure what the connection is between a beaver and a farmer but I think it's really funny.

4. A trick I learned from always doing small resolution pixel art with outlines (I swear by outlines) is that if you get rid of them just under the feet of your characters, they will be more connected to the ground. The outlines under the feets give the effect that the sprite is floating off above the ground. I'm almost sure that if you apply this trick to just the farmer and the pigs, the general consistency of the game will already increase dramatically. Of course, this doesn't only apply to "feets" but anything that has an outline and is connected to ground.

Otherwise, I think the colors work really well together but I would try a few changes in contrast, very subtle changes. Maybe up the contrast of the earth just slightly, it could look nice.

18
Pixel Art / Re: yoshi island style forest
« on: August 11, 2015, 06:17:54 am »
A few new changes



I reworked that tree trunk a little bit now and I think the shape is looking much better. I added a new rock which has given me a lot of trouble again, as rocks always do. I tried my heads at making a little dude to see how that would work and no matter how long I played around with his shirt, I just cannot wrap my head around shading cloths. It's like it never looks good?

Finally, I added a new little grass pattern to make things look a bit less boring, but I think I need a less saturated green for it to work?  ???

Also, I now realize that it seems like I just took all the assets I had made and just spread them around, except maybe for the little arrangement above the character? I didn't want to have too much composition going on however because I felt like it would have been harder to c+c the individual assets if they were all layed out on top of each other everywhere. I will probably make a more composed version of this later to see how they would work in a real situation (video game, etc.)  :y:

Having a fixed palette ready for Ludum Dare might work. Should save you time.

That would probably help, but I've used premade palettes before (dawnbringers' and arne's for example) and they seem to just slow me down because I don't know how to make these colors work together properly, and I haven't studied them enough

19
Pixel Art / Re: yoshi island style forest
« on: August 10, 2015, 12:57:58 pm »
Ah I see it now, the colors were a bit bland now that you mention it. I was so caught up in trying to get these colors to look good that I forgot to make sure they work all together in harmony

I think this is a step forward, have a look



- As you can see, I laid down the colors and trying to make them work better together. I'm still not really sold on the greens though
- Removed the uglier rock until I make some newer ones
- I also reworked one of those tree trunk; It should be a bit more 'dynamic' with that slightly crooked/curved look

I just woke up but I'll definitely do more work on this later today!

20
Pixel Art / yoshi island style forest
« on: August 10, 2015, 01:58:16 am »
I decided to do some daily pixel art for the next 2 weeks to hone my skills before Ludum Dare and I would like feedbacks on this piece I worked on today



After playing around for a bit, I found a style that is manageable for me and fast to produce assets with, which is very essential in a 48 hours game jam like Ludum Dare.

The rocks are what gave me the most trouble. One of the two variants doesn't look too bad I think but the other isn't very polished and should be reworked. I might as well drop it tho since it's so similar in shape to the better one

The path is the newest addition and is where I am stuck currently. I just have no clue how to texture it and make it look like a muddy/earthy passage in a forest  :-\

To be honest, it kind of feels like the whole thing is lifeless? Not sure if that's the right word to describe it but it's like something is missing ...

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