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Messages - B-Rokal
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11
Pixel Art / Re: Stage Mock-Up (Feedback, Critique)
« on: January 16, 2018, 06:16:12 pm »

I think the outlined tiles are the major thing holding the tileset back. They look like artificial brown lines rather than like natural rocks/dirt. The rest of your dirt tiles look great, try to incorporate that look into these. Break up the vertical linear features at least, and maybe add some variant tiles with larger rocks. Try not to have the rocks all fade out to "black" so evenly, have some of the "columns" fade quicker than the others.

An edit to show what I mean about breaking up the vertical lines:

Same number of tiles, but I think it feels less repetitive and artificial like this. This edit is a little noisy, I'm sure you can do a cleaner job.

By the way, it looks like your backgrounds are blurry in some spaces. Double-check that they're getting rendered pixel-perfect by your engine.

In the next episode of me doing random stuff until things somehow ends right:


I know is not precisely a solid "9/10", but i'm still kinda proud for being able to improve so much... I'm going for a contrast of cartoony characters with pseudo-realistic scenery, i've seen games like Freedom Planet that does this so...

Of the two layers of platform-like dirt tiles, the foreground one is so much simpler and more primitive than the background one (strict squares and flat platforms vs. continuous surfaces with slopes and semi-natural shapes) that it doesn't belong in the same game. I don't know what character movement are you planning to use and whether you want slopes or staircases, but you shouldn't use both.

In many platform games there is a functional second layer of platforms above the ground plane, often special objects like buildings or trees (e.g. Metal Slug); in many games one homogeneous layer of platforms is enough because platforms are placed at any height and above one another (e.g. Bubble Bobble, New Zealand Story, Boulder Dash).

 The simple square tile style can be enhanced with variations and decorations, with vertically linked grass tiles for the common configuration of stairs with grass above grass (it shouldn't look discontinuous), and with softer edges in the dirt part, but eliminating the sloped tiles that make it look cheap by comparison would have the greatest benefit.

If you choose the sloped tile style instead, I think you should improve visibility of the platform profiles with thicker grass and undergrass borders, up to the size of the exaggerated ones you have on the square tiles.
 

Has the Tileset improved?, i'm going for a sloped style, but for the early version of the game (you know, the one that goes into kickstarter if I decide to make one) I'm not planning to add that "functional layer" mostly because I suck at trees :P maybe with the money I can find someone to do that, so, without said layer, does it still look "decent enough"?

also, I'VE NEVER STOP THANKING to all of you guys, I promise the instant I finish the demo all of you are going to get it inmediatly  :'( :'( :'( :lol: :lol: :lol:


12
Pixel Art / Re: Stage Mock-Up (Feedback, Critique)
« on: January 12, 2018, 04:55:04 am »
By the way, it looks like your backgrounds are blurry in some spaces. Double-check that they're getting rendered pixel-perfect by your engine.

Ah, that, the background is a crude screenshot pasted as an image layer in "Tiled Map Editor" (the mapper I use)

The reason I use that is because in the real game the one that is messed up is the map, not the background, that's because of a glitch of the program I use to transfer Tiled maps to Unity (Called, rather accurately, Tiled2Unity by seanba), so to show progress in terms of design, I screenshot Tiled instead of Unity

13
Pixel Art / Re: Stage Mock-Up (Feedback, Critique)
« on: January 11, 2018, 06:46:19 pm »
Of the two layers of platform-like dirt tiles, the foreground one is so much simpler and more primitive than the background one (strict squares and flat platforms vs. continuous surfaces with slopes and semi-natural shapes) that it doesn't belong in the same game. I don't know what character movement are you planning to use and whether you want slopes or staircases, but you shouldn't use both.

In many platform games there is a functional second layer of platforms above the ground plane, often special objects like buildings or trees (e.g. Metal Slug); in many games one homogeneous layer of platforms is enough because platforms are placed at any height and above one another (e.g. Bubble Bobble, New Zealand Story, Boulder Dash).

 The simple square tile style can be enhanced with variations and decorations, with vertically linked grass tiles for the common configuration of stairs with grass above grass (it shouldn't look discontinuous), and with softer edges in the dirt part, but eliminating the sloped tiles that make it look cheap by comparison would have the greatest benefit.

If you choose the sloped tile style instead, I think you should improve visibility of the platform profiles with thicker grass and undergrass borders, up to the size of the exaggerated ones you have on the square tiles.

Thanks for your answer

What sloped tiles, again?

BTW, my progress


EDIT(2): I said something stupid and cringy, donīt mind me, it was in a moment of heat, the only thing important from that "message" is that I really don't know what should I do to make the game look more "integral"

14
Pixel Art / Re: My sprite - Death's Sword
« on: January 10, 2018, 03:02:03 pm »
Looks dope AF dude :D

I particularly like the shading of the metal

Make the fire around the sword burn higher :D

15
Pixel Art / Re: Stage Mock-Up (Feedback, Critique)
« on: January 09, 2018, 07:01:45 pm »
Think I have to agree with eishiya, the background looks sort of much more realistic than the foreground, so it looks a bit weird. I think most of the issue there is the very squarish tiles you have going on. Try rounding those corner tiles a bit and such. Make the tiles a bit more organic, using less straight lines etc. Especially in the back tiles. I mean since you dont interact with them and dont need a straight platform on any of them, you can just go wild with it.(Tried to include it a bit in the edit)


Also I think the characters kind of dont fit in with it all too. I think the best way to fix it would be to tweak the tileset a little. Maybe give it a slightly darker outline around it. Basically give the outline to everything that is a main foreground element and is interactable with in any way. And the grassy part of the tileset I feel is too brigh, you could show a little depth by leaving only the very top brighter and making the sides a bit darker sort of like in the quick edit I made here.

Good job overall on it though! I like the monster animation especially!



Like so?



(I know that one of the layers are kinda "jumpy", is because I must make more tiles to achieve naturality)

Ok, now, someone tell me what the situation is like, i'm not quite understanding all this art style mess-up and I really REALLY donīt want to blow this game :(

  • Should the characters and tile set be replaced so they match the background art style?
  • The tile set does match the background but the characters doesn't?
  • The characters does match the background but the tile set doesn't?

Also, this is going to be a video game, the idea is that people must actually want to spend their precious money just to play this and an art style mismatch pretty much renders the game "unpurchasable", is the game looking at least "$1.99 worth"?

Also, I really hope there could be a way in which I can pay you back for all this help :( (other than adding all of you in the game's credits) I never expected that much help and i'm very grateful

16
Pixel Art / Re: Stage Mock-Up (Feedback, Critique)
« on: January 09, 2018, 01:13:27 am »


Do you remember him?

He is supposed to appear in the game this level is going to be used, does he fit right with the rest of the environment? I have always been terrible maintaining a constant art style... I was planning to make the rest of the monsters, characters and enemies with the style of that monster

Should I tone down realism on the background? or there is no problem on keeping the background like so?



Here is a quick mock-up of the main character, a common enemy and the monster

17
Pixel Art / Re: Stage Mock-Up (Feedback, Critique)
« on: January 08, 2018, 06:36:49 pm »



More Mock-Ups

This time I need feedback on the tile set themselves

The second one has a mock-up background so is just to see it compared to the rest of the scene

Thank You :D

18
Pixel Art / Re: Stage Mock-Up (Feedback, Critique)
« on: January 07, 2018, 09:20:11 pm »




Added a new texture for the hills farther



Is it loking good?

There is still a lot to do for stage 1, I feel like i will never finish :( but I guess i'll just keep going, how much levels should I have ready before starting to promote the game?

19
Pixel Art / Re: Stage Mock-Up (Feedback, Critique)
« on: January 07, 2018, 04:38:09 am »


Well, I added some detail and trees...

And corrected the shape, I want to put flowers too but... I'm not really sure...

Thanks, is it going well? :)

20
Pixel Art / Re: Stage Mock-Up (Feedback, Critique)
« on: January 06, 2018, 02:19:11 am »

(Not Pixel-Perfect)

Well, the scenery looks like is taking shape, the hills (despite looking like being drawn by a monkey) give the stage a little more "Personality" (or at least I think so ._.)



The scene so far (both layers of hills are actually the same graphic, I'll make another set of hills later)

I had the idea of placing stuff like wreckages or tents in the hills so they don't look so empty, I also must make the fog (I'm really not sure how but I guess i'll figure out XD)

Thanks again :)

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