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Messages - dkh
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21
Pixel Art / Re: Mockup- Wip...
« on: December 01, 2008, 10:28:36 am »
What you have so far looks okay, some quick issues:

(1) The top of the building being that bright kinda bothers me. I know your light source is up in the sky, so it *should* be bright in theory but I think it is very rare that flat roofs on buildings are painted in the same color the walls are. I would use a darker gray.

(2) The spray-can pixels that fade from bright asphalt to the darker one on the edges. Doesn't work, looks like MS Paint spray can and I doubt that you've paid any attention to the pixel level there. Speaking as a purist, that wouldn't qualify as pixel art.

You could try and give the whole asphalt some more texture as well (or increase contrast between the asphalt and the white for the lines on it) but it might mess up your priorities, so maybe in order to be easy readable it's okay.

Anyways, do you have a strategy for drawing all the angled versions for the mech(s) for your game in that perspective? When I was working on a game in similar perspective I found that part extremely hard.

22
Pixel Art / Re: Remaking Flashback...
« on: November 25, 2008, 09:17:23 pm »
Thanks for the positive feedback on this! :)

I'd like to clarify that I'm not really trying to get all that close to Flashback, the title says it as a joke (heck, I haven't even finished the game) - I was studying its style (or rather, Helms work from years ago) not to recreate it or really try and capture the feeling, I was doing it to become a better pixel artist. This may sound obvious but maybe I haven't made that clear before! As long as it's nice and people like it, I could give a rat's ass about whether it feels like Flashback or not! :P

I will work over the player character, Helm, no worries. Haven't started working on him at all (apart from trying out giving him those shades, that is) - the way I do these things is start out with a non-shaded version, then I work out the frames for the main animations (including idleing [breathing for example], running, walking, jumping etc.) and THEN I'll refine the shading. This usually shifts the focus from the single sprites to the animations, somewhat like Metal Slug does it, hopefully resulting in fluid animations rather than extremely well worked out single frames. Of course, for those frames that the player will be looking at un- or barely animated for a longer time, I'll actually make sure these look adequate (such as the standing frame).

More wall stuff (segmentations) is planned, I will draw the tiles in-game (if it ever comes to this) in three layers, one background (for the walls and everything far in the back), the object layer (which is still drawn behind the player, but in front of the walls [for the rails that are further away for example]) and the foreground stuff (which will be drawn in front of the player [for the rails in front of the player, the "front" parts of the gates etc.]). I was just too lazy to work these segmentations into more parts of the mock-up because I work with Pro Motion which doesn't support layers and I'd have to shift a lot of pixels.

I will work on the bar colors some more, I agree they're not perfect yet, thanks for the input there! :)

Dex: This is intended as a mock-up, not a stand-alone pixel art piece/scene. The enemies are all standing around there but they will be animated in the game, just don't have them that far yet. Hope this makes sense!

23
Pixel Art / Re: Remaking Flashback...
« on: November 24, 2008, 03:34:42 pm »
Thanks for that edit, I didn't really touch the radiator in the versions before (forgot it like I kinda forgot that TV screen). In this next version, I've only had time to play around with it a little, I like your version better though (what I have there at the moment really sucks :P), I'll see what I can do.


What I'm looking for right now the most is really information on whether what I have there is "okay" so that I can keep pushing new tiles and stuff or whether there are still fundamental issues or whatever and all new stuff that I'd create would be wasted.

24
Pixel Art / Re: Remaking Flashback...
« on: November 22, 2008, 03:05:41 pm »
Trevorius: Well, for the moment this is just a study and I'm trying to improve my pixel art skills, if I ever get a chance (time-wise) to produce a game in the nearer future, then I'll worry about the rest, I guess.

Anyways...


Minor updates, fixed the monitor, changed the vertical lift bar colors, realized the bright specular highlights on the foreground monitors, boxes etc. were too contrasty and fixed that and tried to tweak the brightish blue color.

Going in the right direction, still?

EDIT: another minor update, some more pixels, mostly worked on the colors though:


25
Pixel Art / Re: Remaking Flashback...
« on: November 21, 2008, 03:42:07 pm »
Thanks for the continued feedback, I'm learning a lot from this!

New version is up: for now I didn't worry about the main character, just took your version (I actually drew my own one in a more relaxed pose but then overwrote it on accident). Also took your colors from your color-edit but tweaked some a little bit more (as I said, I'm especially lacking in the color picking/theory area - I think with my new version, the bright blue kinda sticks out, I tried to lessen that effect - not yet very successful though).

I have also taken your lighting advice to heart and reshaded all surfaces. You were absolutely right about your observations, makes much more sense now.


I might use these tiles for a game I have in mind, btw, but I'm not sure when I'll get to develop the code because I have lots of other programming jobs, some commercial that will probably keep me occupied till 2012 or something. ;) And I'd also make sure to change them around much more because it's still pretty similar to Helm's original piece.

26
Pixel Art / Re: Remaking Flashback...
« on: November 21, 2008, 01:03:25 am »
Yep, Flashback is just a game with very good graphics for me (and very good animations and very unintuitive controls :P - at least when playing on an emulator). I don't think studying and recreating its style is more difficult than the other games that have been mentioned or Metal Slug for example or whatever. It's just hard because the originals were so damn good.

Anyways, have changed the shadow - I was kinda confused with the horizontal position of the light source, but Helm makes a very valid point and - last but not least - that's the way Flashback has its shadows too.

New version features nothing groundbreaking, I've just been pushing a few more pixels around:


Let me know what you think please.

27
Pixel Art / Re: Remaking Flashback...
« on: November 19, 2008, 06:34:35 pm »

Note: there are actually two lifts in there to show how the platform would look in position and how while moving, forgot to add the rails to the second one...

I tried to follow your advice for the arm/hand of the player character to make him look more relaxed. I also tried to steer away from the gray and go into a slightly blue tint, does it work yet (I'm not very trained at palettes yet)?

Sokota, I'm not quite following your point there, making the pipes longer or shorter would not break perspective (or make it 'right'), it just alters depth. Can you elaborate? Anyways, I shortened the pipe by a pixel because I might have made them pretty long in the first version but shortening them any more really doesn't look good. Maybe a little image would help illustrate your point!

Please keep the input coming!

28
Pixel Art / Re: Remaking Flashback...
« on: November 18, 2008, 06:05:49 pm »

New version is up, I fixed the perspective (thanks for pointing that out, can't believe I didn't see that before), added more details and made the player's arms one pixel longer. I think it makes a great difference already, thanks a lot for the advice and the edit!

Anything else? Again, everybody is invited to comment, I'm sure a 'community' effort/discussion is more productive than an ABAB chain of replies (no matter how valuable and appreciated your input is in this case, Helm).

29
Pixel Art / Re: Remaking Flashback...
« on: November 17, 2008, 04:52:24 pm »
Thanks for the feedback. The reason I chose your art over the original Flashback is simple, yours seemed a lot more accessible. I have tried drawing in the Flashback style but it always keeps failing because I can't quite put my head around it yet, I guess I'm lacking in the technical department, composition, color theory etc. It just doesn't make any sense beyond looking good yet. But your work seemed logical from the start up, I instantly saw why you did what (that's what I'm thinking at least). But don't worry, look at it as some kind of stepping stone in between working with the real Flashback stuff! ;D

Thanks for the practical advice, too:


Fixed the depth issue (hopefully, I just doubled the depth), what exactly would fall under "dressing" the tileset though?

Others are invited to answer as well, I appreciate any feedback. Edits are welcome etc.

I have also worked on some more animations (after firing up Flashback and taking a close look) but it's not yet at a presentable stage.

30
Pixel Art / Remaking Flashback...
« on: November 16, 2008, 11:55:37 pm »
No, I'm not gonna try it, just kidding. :P

In fact I was referencing a piece by Helm that I found on pixeljoint. Take a look here.

I instantly liked the style and the - as he says - somewhat bland palette and tried to design some assets that would fit.


Ignore the black pixel...

This was only done as a practice and I hope I don't break any rules by doing this study of style or however you want to call it. Some of the pixels in the image above (namely, the blue pipes in the background, the fan block thingie on the celing and large parts of the general design of the big gray gates - the palette as well) are taken from Helm's work, I'm not trying to call them my own or anything - they are in there as to capture the style. If there are objections, I will delete the thread.

I do think there is enough own material in there to allow some general pointers as to where I should improve though, and that's exactly what I want.  :D

Also, here is a running animation for the player character, six frames (I realize eight would probably look smoother, working on it):



Also note that it's all designed to work at fullscreen!

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