AuthorTopic: Skillbuttons, items and mockups  (Read 2578 times)

Offline Kælaar

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Skillbuttons, items and mockups

on: May 08, 2010, 11:46:09 am
Hey guys,
Been working alot lately and havent had time to really do much pixeling. Figured id post some of the little things ive been doing in my spare time over the past few months.
C&C welcome =)




First is a skill button for Enrage, im finding it hard to come up with a background that is suitable. among other things. Second is a Skill button for the wizards teleport. im pretty satisfied with it but still the backgroung issue.



the leather scrap came out the best, having a tough time drawing stone for the ore.. but still learning so thats good. the apple is.. ok i guess and the coin i just have no idea where to go with that.



Ignore the character and ground tiles, theyare just for size reference and hella old. Everything here is basically just for measurements sake, but some of it ive kind of went into a little deeper, like the inventory screen lol. also id like to make the health and mana bar get brighter from start to finish any tips would be appreciated.
Thanks all,
K.

Offline JonathanOfDrain

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Re: Skillbuttons, items and mockups

Reply #1 on: May 08, 2010, 04:12:41 pm
Bringing down the side of your sprites might help you out. Everything looks very very sterile. That's a perfect apple, I've yet to see one of those. Most apples are slightly asymmetrical, tip it and introduce some other colors into it.

This goes without saying, but practice drawing with pen(cil) and paper.

Use references as much as possible. See how other games handle items like yours.

Offline bengo

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Re: Skillbuttons, items and mockups

Reply #2 on: May 08, 2010, 04:48:51 pm
This is more of a question of how the gameplay will be, but wouldn't you want this top-down? This'll be like... an MMO right? Well whatever you choose I guess it can work but I highly suggest you cut down on the size of your sprites, A LOT, even Maple Story and Ragnarok aren't too big, you can even look back at old SNES/NES games and see stuff wasn't very large at all, but it still looks great when thrown up, well it tends to be anyway.

I can tell you're having a lot of fundamental issues with art still, its obvious you're still a beginner, so it'd also be in your best interest to tone things down, since it won't be so over-whelming, after all, if this is more than a mockup (Even if it is just a mockup, I still think it would look better and be easier to work in with smaller everything), you're going to have to animate everything, make EVERYTHING, etc. I would suggest picking up some beginner art books, theres a lot of free ones online.

Offline xhunterko

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Re: Skillbuttons, items and mockups

Reply #3 on: May 08, 2010, 08:46:01 pm
"theres a lot of free ones online"

Be careful though! I went to a bookstore this week looking for an animation book, and what did I find in the art section? At least two books that I had downloaded that I thought were just okay to download. I don't think I'll ever get in trouble, but it doesn't hurt to be careful.

Offline HC_Bret_Measor

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Re: Skillbuttons, items and mockups

Reply #4 on: May 08, 2010, 11:36:49 pm
First I just want to say concept concept concept. This will be the bread and butter before you should even decide to lay down any pixels. During the time of concepts you can really explore ideas, and research what others have done before you. You should at least have a good idea of the entire game down in concept art before you really commit any time to lay down pixels.

Go back and draw everything out a dozen or so times then come back to this project and you will notice an change in your look and approach.