AuthorTopic: Junkboy style mockup  (Read 4702 times)

Offline Stratto

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Junkboy style mockup

on: December 29, 2010, 10:57:26 pm
This is for the weekly challenge at pixeljoint.
the challenge is actually to choose an older challenge and follow its restrictions. I chose the april fools one, since I already had a fallout player sprite on my pc. I'm trying to mimic junkboy's crispy clean sprites and mockups.


I'd appreciate an help I can get on the sprites or anything else.

Offline Stratto

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Re: Junkboy style mockup

Reply #1 on: December 30, 2010, 07:57:11 am
Sorry about this double post, but it seems no one cares  :(
Here's an update:

ignore the white space with the tiles.
the thing on the right will be the remains of a building, I will add a few more creature, possibly some scorpions, and I think I'll redo the HUD, since it was pretty ugly.
Oh, and am I getting the style right? cause I think that's the most important thing.

Offline Toyoto

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Re: Junkboy style mockup

Reply #2 on: December 30, 2010, 12:28:20 pm
Just be patient. I had to wait for a week before my thread receive a comment and it wasn't christmas yet. Read the rules, and you'll understand why it takes that long. Also, don't do like me and explain a bit what is your game about. For now is just a random incomplete scene.

I cannot give you any kind of pixel related advice since I'm a beginner at pixel art. It looks good to me. Maybe the sidewalks are too poor in detail compared to the rest.

...

Well I totally skipped the fallout sprite thing :P Still my sidewalks opinion doesn't change.
« Last Edit: December 30, 2010, 07:59:23 pm by Toyoto »

Offline Gromit

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Re: Junkboy style mockup

Reply #3 on: December 30, 2010, 04:02:34 pm
Looking good so far. The only problem with the HUD is it's hard to see. You could try outlining that and see if it makes any difference.

The sprites are good but the problem you've got is there is no interaction with them and it looks very disjointed. The main character is just standing there watching a barrel of fire and a supermutant's head just exploded for some reason. If you linked these all up it would really look good. I'd add more supermutants to this and give all the characters weapons too so it all fits together.

Offline Stratto

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Re: Junkboy style mockup

Reply #4 on: December 30, 2010, 08:50:10 pm
Looking good so far. The only problem with the HUD is it's hard to see. You could try outlining that and see if it makes any difference.

The sprites are good but the problem you've got is there is no interaction with them and it looks very disjointed. The main character is just standing there watching a barrel of fire and a supermutant's head just exploded for some reason. If you linked these all up it would really look good. I'd add more supermutants to this and give all the characters weapons too so it all fits together.
thanks, but like I said, the hud will be remade, and I'll change the player sprite to fit the scene better.
the sidewalks are pretty basic right now, I will add some more detail.
« Last Edit: December 30, 2010, 08:54:23 pm by Stratto »

Offline Kitheif

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Re: Junkboy style mockup

Reply #5 on: December 30, 2010, 11:34:27 pm
Whoa that's one nifty player sprite you got there  :)

Offline Sherman Gill

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Re: Junkboy style mockup

Reply #6 on: January 01, 2011, 01:58:51 am
Looks excellent. The traffic lines are inaccurate, I believe the blank spaces in the dotted lines are equal length as the painted spaces, and (atleast on US road) there'd only be a single line instead of dual ones. The only traffic lines that have dual lines are dual solid or one solid and one dotted.

Other issue is the sign is rather unreadable (stop sign?) and the rocks or whatever in the road look like indents, they should be more than just a reversal of the actual indents.
Oh yes naked women are beautiful
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Offline Stratto

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Re: Junkboy style mockup

Reply #7 on: January 01, 2011, 11:14:57 pm
Looks excellent. The traffic lines are inaccurate, I believe the blank spaces in the dotted lines are equal length as the painted spaces, and (atleast on US road) there'd only be a single line instead of dual ones. The only traffic lines that have dual lines are dual solid or one solid and one dotted.

Other issue is the sign is rather unreadable (stop sign?) and the rocks or whatever in the road look like indents, they should be more than just a reversal of the actual indents.
Thanks for this. I'll change the traffic lines, and the stop sign should be unreadable, but it's like that mainly because I can't make it readable in that size.
oh and what rocks are you talking about? the little 4 pixel clusters on the road? those should be indents, but I think I may have pixelled them upsidedown.