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Messages - Monochrome
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11
Pixel Art / Re: [WIP]Oozaru - DBOII
« on: December 13, 2009, 10:26:24 pm »
Anybody have any critique for the side view?


Also, very nice edit Pawige.

Well the side view doesn't really match the oblique perspective on the front-down view sprite since it captures the character stance on a perfect 90º angle. For a perfect match, one should be able to see a bit of the character's right shoulder and the top of the head.

12
Pixel Art / Re: Small game project
« on: December 12, 2009, 04:26:26 pm »
I disagree completely. I think adobe is doing great work with Flash. The problem lies with the portals, who are selling sometimes great games for no money and throw them in between a bunch of mediocre games.

I've seen great Flash games and some of them are very popular, outside of the portals. Have you seen AdamAtomic's work?

By no means I am discrediting flash development. The problem is the audience and the way the product is delivered to the consumers. Flash portals incentivate a "play once and trash it" mentality that only very good game designers or a the marketing support of a publishing company manage to counter. Yet one must admit flash itself has a few shortcomings regarding longevity such as no mod support, no expansions, etc.

I find your comment very derogative towards Flash developers. Would you like it if 3D artists would tell you to work with a "real" art style instead of pixel art too?
Quote
real game engine

That's a bit of a logical fallacy you just did there since the two examples are not comparable at all. Exactly one of the problems with pixel art and general 2d art for videogames is that, or at least that is what I feel, nowadays it's excessively focused on flash development, which somehow diminuishes it's status towards a more "hardcore" gaming scene (if I'm allowed to use such expression). People tend to think 2D is either limited or outdated because they've got used to 3D on more solid game platforms, and most of the contact they have with 2D is essentially via flash games, which tend to be simpler and a lot shorter.

I'm sure Adam will love it if you say to his face that Flixel is not a "real game engine". I'm sure he would be better to spend his time on engines like Game Maker or BYOND, which are not Flash and therefore real.

You're putting words in my mouth. When I said "real game engine" I was merely considering flash as a language/platform, not as an engine. Which no matter how good it looks, sometimes, it's still pretty limited. And I personally dislike game maker and byond.


Monochrome
Then why not do both?  Publish on flash platform to catch up publicity and collect some stray bucks, while also create a stand alone free distributive with a possibility of expansions and put it on a separate website. 
The main problem in being recognized is to reach your audience. If not by extrimely popular ArmorGames then how else?

This bothers me now, because I also have a platfomer mockup in my sleave and an idea to release it somehow with profit.

If you want to make money, I'd say go for flash. Just like rikfuzz just said:

This is getting pretty OT but Flash is easily THE most convenient route to reaching the widest audience and there are fair few well documented ways to monetise the platform. Wasn't Playfish recently sold for $400m or something crazy?

And personally I think he's totally right on the point he makes. Problem is there are different kinds of audience, and the one that frequently plays flash games is not used to replay old titles unless you're talking about something with a greater longevity like runescape. Mainly what defines it, is your final objective. If you ultimately want quick cash. flash is indeed the way to go. If, however, you intend to create a small yet solid community around your game, I'd say pick something else. Still keep in mind the second choice means little to no cash at all. Then again, it's all up to your choices.


And finally, I want to apollogize if I offended anyone, but I merely stated a personal opinion regarding consumer pratices and modern game development based on personal experience. Like all platforms flash has it's advantages and shortcomings; it's merely a tool, and it's us that choose what to make of it. Yet be warned that ignoring reality itself for the sake of platform preferences might be a mistake, especially if your objectives don't match the platform of your choice. I've seen some great flash games around the internet, but aside from runescape and a few more memorable ones, they're essentially oriented to quick casual play rather than providing a more durable and enjoyable experience to the player which is, to a certain extent, connected both with the limitations of flash itself and general market tendencies. And on the other hand I often feel sorry because every once in a while some amateur developpers come up with great game mechanics (fancy pants adventures for example) which end falling short to a community that's not used to play the same game twice.

That is all.


*EDIT*

Another thing I would like to reiterate is that flash can actually be a good platform for starting developers who want to get some attention or experience so they can later venture into more complex development. The Behemoth devs are natural flash programmers who felt the need to go beyond flash in order to venture into a more professional market. Yet they used flash as a marketing strategy when they created a demo to promote their first game, alien hominid.

13
Pixel Art / Re: [WIP] help with sprite - space marine terminator
« on: December 12, 2009, 03:05:51 pm »
there are some threads here at pixelation that EVERYONE feels the need to make edits.  This is one of them ;)  To me though, I'd be much more interested in animating this bad boy at this stage.  The version of the terminator you have now is really solid.  I think you should listen closely to ndchristie's advise.  Everything I'm about to say was already said be him, now that I look back over the comments...

I made an edit too ;)

(animated, yours and mine)

and the palette:  (yours on top, mine on bottom)

note: this isn't your full palette, just your main red ramp.

Like ndchristie was saying, Your ramp has some pretty ugly jumps right now.  You have a red thats so near-black, that it may as well be black to the eye.  I raised the value of that, and made other value changes in the palette to make a smoother, more evenly spaced, ramp.  I also noticed that your second-lightest color, the gray one, was poking a hole in your ramp.  This is because a gray (even though it technically is the right hue, just really desaturated) will tend to look cool in context of warm ones, and warm in teh context of cool ones.  I raised the saturation towards a more yellow color.  I also ramped the dark values towards purple, just for some extra interest.  This alone, helped your sprite a bunch.

There were colors in your ramp that you didn't even use in areas of your sprite - making areas look more rough than they needed to be (such as the right, his left, shoulder pad).  I added in those colors where needed - smoothing the sprite a bit.  The last thing I think you should consider is lightening up the lit edges of a sprite.  In the darker areas, it makes sense to have a dark outline, but in areas like the shoulder pads and back which are pretty bright, its quite a big jump to go straight to the darkest values for the outline.  I tend to change the outline color dynamically with the color it surrounds - keeping it maybe 1 or 2 shades darker.

hope this helps.  In all honesty, I'm much more interested in seeing this thing be animated than I am interesting in nit-picking it any further.  You've made a wonderful progression this far.

-Dan

You sorta made my day. Your edit is really good and thanks to it, I think I'm finally done with this frame. So far my two latest problems where finding  a way to keep light reflections neutral on dark environments and general smoothing. Since my main source of inspiration for my game project are the bitmap bros, I've been testing the sprite with some industrial environments from chaos engine, one of my favourite titles from the bros.



These are the previous looks of my sprite. While it's decently smoothed it's still quite inferior from the general LOD of the original CE sprites. Like I mentioned, the other problem was related with lighting. Contrary to CE, our project will feature some poorly illuminated environments on which white reflections would stand out a bit too much, I believe. I was actually thinking of a solution until your edit came.



And the difference is notorious. Not only it blends a lot better with the background, but also the yellow reflections contrast a lot better with the darker shades. I'm definitively keeping your pallete and I'm about to go straight to animation now. It will be though for someone who never done something like this before, (I've already wasted +2 weeks on this frame alone) so wish me luck. I'll be counting with your help later aswell ;)


14
Pixel Art / Re: Small game project
« on: December 12, 2009, 02:53:53 pm »
It looks really good! Just tell me it's not flash. I'm tired to see people wasting their talents on flash these days.
Is there any other real alternative?  Flash, from what I can see, is the most easy and clear way to publish and monetize your game.

There are plenty of alternatives. Flash games are regarded as mere timewasters rather than real games, not to mention the only clients you will ever get are huge flash games sites like armor games or miniclip, where there's so much variety your product is most likely to end up forgotten in a matter of days. If you're amiming for actual acknowledgement I'd say create something on a real game engine, and release it for free, adding the possibility to expand it later with extra levels and so on.

15
Pixel Art / Re: Small game project
« on: December 12, 2009, 11:42:50 am »
It looks really good! Just tell me it's not flash. I'm tired to see people wasting their talents on flash these days.

16
Pixel Art / Re: [WIP] help with sprite - space marine terminator
« on: December 09, 2009, 08:59:36 pm »


Added an extra dark red tone along with a few extra shades. While the bridge between the darker tones is still noticeable I feel  adding yet another tone would be useless at this stage. Looks a bit softer now. Any opinions? I decided I won't venture further into the next frame until this one isn't perfect, so please, give me all your feedback.

17
Pixel Art / Re: Warhammer Space marine 16 x 16
« on: December 08, 2009, 08:23:14 pm »
I think I'll put this on the back-burner for now. I'll probably end up adapting these to remove copyright issues and use them in a future free game (turn based tactical probably).

Allow me to suggest you something in the ways of Z instead.

18
Pixel Art / Re: [WIP] help with sprite - space marine terminator
« on: December 07, 2009, 09:50:43 am »
names the top of the back.

also look to your palette a smidge (on a similar note of eliminating jaggies):

your red ramp by value goes like this:


see the hopskip between the reds?

also, because the model is mostly made up of the first 4 values and because the human eye can discern on-screen differences between medium-dark tones better than elsewhere, it's more important to try and balance these out or add another tone to smooth.

Also you have some redundant values (2 to be exact) which i think are the result of splicing and shifting colors over time and not ealizing they've ermerged (see the shadow tone on the hand is different, and the dark bright red up top is not the dark bright red of below...)

I'll try introducing an extra dark red value inbetween the 1st then. As for the redundant values I could only find the one in hand shader. Where is the other one? It's a bit hard for me to keep track of all these things since I'm using mspaint. Can you point me to any specific software (preferably free) that allows me to keep track of all this stuff? Keep in mind a lot of the things you mentioned are new to me and any new bit of information is precious. As for creating animated gifs what kind of software should i use, given that i'll be working with animated frames later?

19
Pixel Art / Re: {WIP} Fire jutsu need some help
« on: December 06, 2009, 10:10:13 pm »
Looks very nicely painted, but the shape seems a bit too regular. Make more wild and less geometrical. While it's a fireball it doesn't mean it has to be a perfect circle.

20
Pixel Art / Re: [WIP] help with sprite - space marine terminator
« on: December 06, 2009, 12:04:25 pm »
Booooo no smurfs!  They only make up 200% of the fairweather fanbase...(with blood ravens taking up another 150% despite having the most tepid backstory offered in the game universe since 1990)

Indeed. I do like the Ultramarines but they're overrated by most fans. I'll try making a Deathwing recolour instead


Revamp is an accomplishment.  Now moar frames! :D.

I think I'll give it a rest. It will be mighty hard to come up with new stances and I've been working on this simple frame for almost two weeks.

Also you might want to look at a little of AA to clear a few of the larger edges, and the cross could come back for balance as long as the form is subservient to the pauldron:


Hum, I'm affraid I don't get what you mean. are you talking about all the edges or simply the edge on the left pauldron?

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