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Messages - RedSuinit
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Pixel Art / [CC][WIP][OC] Game Banner.
« on: June 19, 2016, 01:22:38 am »

Thoughts? I really like it, but my wife thinks it is too busy. What do you guys think? All feedback would be greatly appreciated, thank you for your time!

Pixel Art / Re: [CC][WIP][OC] Main menu for mobile game.
« on: June 13, 2016, 02:53:21 am »
I have added some stills of the menus. These were captured directly off of my cellphone, so there are a few artifacts.

Interested n hearing your thoughts!

Pixel Art / Re: [CC][WIP][OC] Main menu for mobile game.
« on: June 12, 2016, 01:14:58 pm »
I would definitely recommend you embed the video, upload it as a moving .gif, or upload it as a still .png. Seeing only links will often make people leave because they don't see anything right away.

As for the main menu, looking great! It moves a tad too much, though. So I had limited opportunities to study it closely, and also because I couldn't zoom in on a video. In light of this, I would really recommend uploading individual assets from the main menu as still .png's, so that anyone could look at them closer and properly.

I'll do that today. I also did not know how to embed YouTube videos, but someone messaged me.

Pixel Art / [CC][WIP][OC] Main menu for mobile game.
« on: June 12, 2016, 03:02:41 am »

Would love to hear everyone's thoughts!

Devlogs & Projects / Archer Dash, a GameBoy themed infinite runner!
« on: June 11, 2016, 03:43:10 pm »
Archer Dash is going to be a infinite running game with a small twist. At certain points in the game you will have to confront a boss, and defeat him! Target platforms are iOS and Android, and I am hoping to launch in roughly 3-4 months!

Here are two small previews with more to folow!

Main Character:

The unlock-able characters I have so far:

Started working with an artist (Tyler Poe - AKA RoyalePoe) on character design, and here is what he has put together so far, man this guy has some serious talent.

In a pixel art style, with a GameBoy color theme, Archer Dash aims to entertain you and take you back to your childhood. Any and all feedback would be greatly appreciated!

Pixel Art / Re: [WIP] Character Sprites and platformer tiles
« on: November 06, 2015, 03:49:26 am »

Trying out a new style, I felt the small size was holding me back in terms of game play; the head was just so big that it made some actions animations look unreasonable, such as holding objects above the players head. I also feel there's more room to fit personality into the character animations with a larger sized sprite.

I love it dude.

I'm ready to start my new job so that I can work on my game again... Sick of 80 hour work weeks.

Pixel Art / Re: [WIP][C+C] Mockup of 2D platformer
« on: October 04, 2015, 11:11:09 pm »

I edited some parts of the piece. Not really liking it but I thought it didn't make a lot of sense the other way. It's a really simple edit anyway, tried to keep the style. Hope you like it  :)

I could be wrong, but I am fairly certain the islands are supposed to be floating in the air.

Pixel Art / Re: Could anyone help me with an walking animation?
« on: October 02, 2015, 07:31:50 pm »
Why does it matter? As you said you can click the image.

Because when it expands, the actual comment expands with it and the screen goes crazy. Compound that with the fact that you have to zoom to a very significant size in order to see the animation (due to your choice of background color), makes it a nuisance.

Pixel Art / Re: [WIP][C+C] Mockup of 2D platformer
« on: September 30, 2015, 09:14:04 pm »
Ah I see what you mean, thanks for the example Red. :) So if you wanted to change the tone to be more of a daylight image, I presume you'd just use a different hue but at the same sort of saturation level to make the characters still stand out? As a general rule anyway.

Essentially, but the hue would need to be carefully chosen. If you went with a color close to white (too little saturation), the hair on the old man (white) would become very difficult to read.  Let take a quick poke at it.

This is what I would shoot for. A bit more saturation than the night-time image had, but not much. Added a bit more green to the back hills, water and reflection as well, due to the increase in yellow from sunlight. That's it. But look at the image, even though the colors are the same for literally everything except what I just mentioned, the whole image looks like it increased in brightness. the tiles, the trees, everything.

Pixel Art / Re: [WIP][C+C] Mockup of 2D platformer
« on: September 30, 2015, 03:43:41 pm »
Hi Nirel, thanks so much for doing some examples, great variation. :) Really hits home the importance of readability (as mentioned further up)!

Based on your examples, the advice above and a couple of other cases of trial and error, I ended up with something like this (still hovering around a sunny day / early evening approach), will probably fade the tiles out a little more on the next pass:

I basically ended up making the characters more of a vibrant colour, also changed the temperature and texture of the foreground tiles a bit.

Not sure if it works fully, but it works better at least.
Cheers guys :D

Honestly I think that nuking the saturation is going to be the best solution for you.

I also increased contrast in the characters a little. You want the focal point of the art to have the brightest colors and the most contrast. When doing this edit I noticed that some of your objects had a lot of contrast, pulling attention away from the characters. I darkened everything to make it seem a bit more like "night" since the moon is out.

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