AuthorTopic: [WIP] steampunk environment  (Read 14644 times)

Offline Mathias

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Re: [WIP] steampunk environment

Reply #10 on: September 08, 2010, 11:22:32 pm
I think the puff is way out of control; it's overstated. A few basic puffs pumping out would be better I think. It just draws the eye too much as is. He looks like a factory smokestack.

Offline kriss

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Re: [WIP] steampunk environment

Reply #11 on: September 09, 2010, 07:15:51 am
So you think the fog is too heavy ? I'm sorry but i don't not really understand
Quote
. It just draws the eye too much as is.
Do you talk about the isolated puff in 3e and 4e frame ?

« Last Edit: January 24, 2012, 10:04:16 pm by kriss »

Offline Mathias

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Re: [WIP] steampunk environment

Reply #12 on: September 09, 2010, 07:14:09 pm
Ok, English not your first language.

I'm just saying I think the smoke is too much and too big. It should be reduced.

Offline kriss

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Re: [WIP] steampunk environment

Reply #13 on: January 24, 2012, 10:32:07 pm
Hello everybody, it's been a long time i didn't post, but i worked hard on my game !

So this is some news, pls make C&C :)


Garden :
All enemies will be robots, but they'll have a different shape , according to the location.

Here a creature put vegetal liquid on the roof to help some mechanics flower to grow up. Green liquid make the player to slow his movement

Creature to take care of mechanics flowers.. can be hostile with the poor hero

A Flower guard.. i'm thinking to reduce the widht by 2 ...


Underwater
A light fish : try to not destroy it or you'll lost the light

A fish push you back or worst.. near submarine mine

..like this


Hero
As you can see, i changed the hero to make it more bigger, so right now i must redraw the run animation.
I'm trying to use this gif in 10 frames (same number of frames than before), but i'm not very satisfied.
In fact it seams the head don't need to move in the same way of the shoulder, but the result seam to be strange with the head going front and back, and the shoulder not moving in same time..

modified =>


very old version


Current wip ..

thanks to read me, i hope you can give me some help  :)
« Last Edit: January 24, 2012, 10:36:22 pm by kriss »

Offline kriss

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Re: [WIP] steampunk environment

Reply #14 on: January 27, 2012, 10:21:30 pm
Thanks to tehwexxl0rz and his great topic : http://www.wayofthepixel.net/pixelation/index.php?topic=13397.0

I managed to follow his method and this is the first step




A test with other colour and goggle


models!

Offline kriss

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Re: [WIP] steampunk environment

Reply #15 on: January 28, 2012, 12:56:44 pm
i changed the head movement and adjusted the corpses position for some frames

Offline pistachio

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Re: [WIP] steampunk environment

Reply #16 on: January 28, 2012, 01:42:38 pm
Newest sprite uses 256 colors according to this site. Definitely need to cut back on the color count. You could accomplish a similar sprite using a lot less colors. Other than that, it needs more contrast. Shirt needs less saturation, as it is it's too bright.

Will be back with an edit soon, hopefully that will make things a bit easier to understand.

Here it is, at 19 colors BTW (it's actually more of a redo):



The gun went through a bit of a redesign, stuck a few gears on it to follow the "steampunk" theme. Smoke-machine also makes a comeback. I used dithering on the smoke there to create some transparency, but this is just one way to do it, which conserves colors.

Aside from that the lightsource was rather inconsistent to start with. Here I chose overhead for the lightsource, as you don't notice the change in lighting when the sprite flips horizontally. Depth is also a factor in lighting, for example, note that the farther leg is darker than the nearer one. For skintones, mixing in more saturated colors in places is a good idea also.

Don't know much about walk cycles myself though, hope someone else can help you out with that. Good luck mate.
« Last Edit: January 28, 2012, 05:56:51 pm by pistachio »

Offline Stava

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Re: [WIP] steampunk environment

Reply #17 on: January 28, 2012, 04:56:54 pm
Newest sprite uses 256 colors according to this site. Definitely need to cut back on the color count. You could accomplish a similar sprite using a lot less colors. Other than that, it needs more contrast. Shirt needs less saturation, as it is it's too bright.

Will be back with an edit soon, hopefully that will make things a bit easier to understand.

I agree, and I made a edit got it down to 35 colors lol

Offline kriss

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Re: [WIP] steampunk environment

Reply #18 on: January 28, 2012, 07:18:13 pm
woaw thanks a lot for your help

Many thanks for the link i don't even know of this existence oO

I have a problem with the color limit : i know we can make the same with less colors, but is it really important in 2012?
We want to put the game on xna xbox, so i'm thinking there is definitly no color problem, but i'll make an effort to optimize the color palette :)

pistachio  you make an awesome guy, i like your palette and the way you make the head.
I'll try to use this method to change the head but i'll continue to use this faceset as model :


We planned to make 7 very differents guns but i only make 2 concepts arts right now, but i like your design ^^
- gatling


-grenade launcher


Stava great edit i like this kind of contrast : so i need to improve my work !

Offline Phlakes

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Re: [WIP] steampunk environment

Reply #19 on: January 28, 2012, 07:28:50 pm
I have a problem with the color limit : i know we can make the same with less colors, but is it really important in 2012?

Yes. It's not that lots of colors is a technical problem, but that there are lots of advantages to using a limited palette. Read through this, it explains it better that I could.

Plus, what you're doing right now isn't pixel art in the first place.
« Last Edit: January 28, 2012, 07:31:32 pm by Phlakes »