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Messages - computertrash
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Pixel Art / Re: [C+C] [WIP] help with rpg castle interior
« on: April 10, 2015, 06:44:20 pm »
Your lighting in the latest revision is coming directly from the left, not upper left.  (Else the south-facing walls would be in shade).  But as long as that's consistent that's fine. (Which you're not just yet, but getting there).

i never really was good with the technical aspects of shadows, haha.

Your sprites are black and white, which is why they look out of place..
The castle is extremely bright and colorful in contrast to them.

the characters are supposed to be black and white (except for their clothes) because that's how they are in the webcomic the game is based on, with a few changes (like the hair on the red guy and the green girl).

they're meant to be like that (aracial) so that the fans can intepret them however they'd like and thats what i kinda want to do for the game.

Also, this looks like a mix between a pyramid and a castle, because of the yellow bricks.
I think if you swap the pattern on the wall for the floor, it will look more natural since that type of brick is used for walls.

As for the outlines, put outlines on the things you want to separate from the rest. You can add it to anything as long as there is a reason for it.
If you want the bookcases to be special, then keep the outlines. (but if they don't have any gameplay significance, why point them out to the player?)

you mean like this?

it does look nice n all but im kind of stuck to the original.

the bookshelves have some interesting bits of info as well as an item needed to make a new weapon.

Generally for the walls and such, add outlines where you want to create depth by separating for example the top of the wall from blending into the floor. Since it's harder to see depth and how things are arranged in 2D.
 What you had done before was the opposite, where you have separated two things, the bottom of the walls and the floor, which are usually joined together.

its kind of hard to do this without losin the style. i could just change it like so.

Well shame on me from missing literally the first line in the first post..  :-[

aw geez dude, s'ok! you were just tryin to help, haha.

i dont really want this game to be TOO fancy, it is my first game and its just something for fun. no profit at all from this.
im working on windowskins/font colours because this looks strange (esp with the green girl)

but i have icons ready to go.

bonus title screen, background ripped directly from the webcomic.

Pixel Art / Re: [C+C] [WIP] help with rpg castle interior
« on: April 10, 2015, 01:13:14 pm »
Lighting doesn't make much sense, as the shadows are not consistent.

I've made this gif for you to illustrate how I work out where to put shadows:

Some consistent rules will help tie things together. Lit vs unlit planes don't have much contrast atm, but also lit horizontal vs lit vertical planes could do with more contrast too (besides the stairs).  Don't quite understand how you're deciding which edges to black-outline, but doesn't appear consistent at first glance. 

The projection isn't even so consistent. Stairs are sort of weird because they have no depth (should start further down).  Walls are somehow higher when you've traveled Z-wards (should be shorter or have a transition). [This one's not so noticeable, I often ignore it, but it helps to sort of think of it all dimensionally].

the lighting would come from the upper left corner. i cant really explain how i wanted the stairs to be like through words but i suppose like this (without the sticking out part at the bottom)

as if the walls are the 'railings'??

I don't understand the logic of the outlining.
You have outlines on the silhouette at the sides of the walls but not at the silhouette at the top of the walls.
You have outlines on the crease at the bottom of the walls except in the topmost part of the image. Personally I don't think the creases should be outlined at all as it make the walls look disconnected from the ground, following the login of their use on silhouettes.
Other than that it's quite nice.

so should i use outlines on important scenery/items like so?

(also i dont feel as if though the sprites fit in with the background..)

thanks to both of you for input tho.
i suppose i should add the sprite sheet.

Pixel Art / Re: [C+C] [WIP] help with rpg castle interior
« on: April 09, 2015, 12:32:20 pm »

- removed columns
- added thrones + flag
- added black outlines

working on character sprites atm.
unsure if the outlines should stay or nah.

Pixel Art / [C+C] [WIP] help with rpg outdoor spriting
« on: April 07, 2015, 04:12:00 pm »
ok the castle interior is supposed to be yellow/gold because its located in prospit, which is from homestuck.

im having some trouble/concerns with the first map.

kinda unsure if the walls blend in with the ground and if the black outline around the candleholder things should stay. also, those darker semi-circle patches near the guards are supposed to be columns that are against the wall, hence why you can't see all of it.
its still a wip (literally just started it last night) so i'll be sure to add more to it to actually make it look like a castle hall. keep in mind that i have to put it all together in rpg maker 2003 so the tiles shouldnt change size at all and i want to keep the palette as limited as possible.
(those guards are just there for size comparison.)

Pixel Art / [c+c] example pixel
« on: January 26, 2015, 10:55:43 pm »

i made this so i could show the difference between pixel art and oekaki on a forumbut now that i look at it, the stranger it gets
to be clear this isnt how i want to pixel art but a lot of people on that forum like hypercute and 'sugoi kawaii desu uguu' things so i had to make it like this
im asking if the anti-aliasing (that is what its called...........right) looks okay and what i should fix. the chin/jaw area under his mouth is strange but i cant seem to fix it without the lines exceeding 1px width and i now realise i'll have to fix the top part of the hair.
i think its ok for my first anti-aliasing attempt??

character (sasha) belongs to semi

Challenges & Activities / Re: The Daily Sketch
« on: December 26, 2014, 08:45:28 pm »

everything i draw is messy just look at that colouring outside the lines
also my canvases are always either too big or too small

Pixel Art / Re: [C+C] sprites for a game.
« on: November 13, 2014, 10:54:34 pm »

the game is at 200% but you can toggle it so its at 100%. im not happy with what i tried with the walls but its a start. all there is behind the text box is black.

i have a 'grid' at 20% opacity so you can see how big each tile has to be.

id REALLY like some help on this. im going for minimalist and i dont want a palette with 107461876340187 colors. to better understand the enviroment/colors, you can go to this flash here

Pixel Art / Re: [C+C] sprites for a game.
« on: November 09, 2014, 10:26:12 pm »
If the game is going to be text-heavy (being Homestuck and all) then you do right by sticking with RPG Maker 200x

But if there is going to be actual platforming, I recommend switching to another simple game-making tool, like Construct 2.
(and then you'd have to create something for the text boxes, but it'd be minor work)
I say this because even heavily modified RPG Maker XP games felt wonky when implementing gameplay from other genres :P

In any case, good luck :)

i say platformer because when i think of that, i think of side scrollers and 2d. itll still have the typical 2003 battles and such.
ill look into construct anyways because i need to have more tools than just 2003 haha. i actually have xp and vx ace but they dont work on this small netbook.

Not sure why you've gone for cave-story blockhead though? The portrait and these sketches aren't styled that way and I think you'd have room for rounded heads with those proportions.

the sketches were merely to show others the intended costume designs. the style is going to be consistent.

Pixel Art / Re: [C+C] sprites for a game.
« on: November 09, 2014, 05:32:10 pm »
Nice job! :)
The latter ones will be better or not, depending on the tileset they will be overlapping (the noodle legs will be nearly invisible if placed in a floor without enough contrast)

noodle legs is the best description of these sprites ever

i plan to make the game somewhat of a side scrolling platformer, which is why they only face left and right. i had made the first ones before i thought about doing that. i'll try to make a mock up soon so others have an idea as to what the game is like.

Pixel Art / [C+C] sprites for a game.
« on: November 05, 2014, 11:29:18 pm »

these are the character designs for a fan-game i'm doing. it's supposed to be simplistic.

these are the inital sprites:

and these are the new ones i made:

they are made to fit RPG Maker 2003.
as i said, the game is supposed to be simple and not too complex. rm 2003 cant handle complex

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