AuthorTopic: Blossom Tales - Wizard Crocus attack animations / walk cycle spritesheet [page3]  (Read 68493 times)

Offline RetroRob

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Hi all,
I'm posting today to get some feedback on some sprites that I've been working on for an XBLIG titled Blossom Tales.   So far we are still in the early stages of development but things are coming a long very nicely.    I would love to get any feedback from the users on these boards on how my sprite graphics look.   The one thing that bugs me about my sprites is that I'm not using a small / limited color palette.    The color palette for Blossom Tales is rather large as you can tell from the screen shots.   

Title Screen
http://robertmaherdesign.com/StartScreen1.swf

Intro Scene
http://robertmaherdesign.com/IntroScene2.swf

Wizard casting spell on king
http://robertmaherdesign.com/WizardCastKing1280.swf

Zombie Summon
http://robertmaherdesign.com/big21.swf

Gameplay Video
http://www.youtube.com/embed/tBdL4-Ucpfc



Cover Graphic


















Thanks in advance,
Rob
« Last Edit: September 03, 2012, 03:31:33 pm by RetroRob »

Offline EvilEye

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Re: Critique my sprites for XBLIG

Reply #1 on: March 14, 2011, 11:22:02 pm
First let me say, I like it. It has a cutsy zelda-meets-legoland feel.

You mentioned you had a large palette to work with and frankly, I don't see it. You don't seem to be using any more then a few colors, and in many cases those colors are poorly selected.

For instance the mermaids hair, bright blinding yellow, is barely distinguishable from her skin color making the hairline almost unnoticeable.

Many of the other colors are just too basic and glare out at the viewer. In the mermaid scene the water the bushes the temple all are examples the overuse of basic fluorescent colors. There is nothing to tone down the overly purple tint of the temple, or the dull yellow of the sand or the blue of the water etc.

Looking closer at your work I see you do indeed use many colors, most of which add nothing to the peace, they are hidden beside colors almost identical.

Offline RetroRob

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Re: Critique my sprites for XBLIG

Reply #2 on: March 14, 2011, 11:40:45 pm
Hi EvilEye,
Thanks for the feedback.  I have to agree with you on the mermaids, my girlfriend did that sprite for me a while ago along with the bushes (starfish haha).  I probably shouldn't have posted the beach mocks yet as they really aren't complete at all.    I've considered color to be one of my weaknesses but I try my best.  I'm a big fan of using very bright and saturated colors when possible/appropriate.  I've tried keeping my sprites color limit to 3-4 colors although I don't always stick to that.  I checked your post history and you have an awesome works.  If you have the time I'd really appreciate if you'd do a recoloring of one of my images for an example.

Thanks,
Rob
« Last Edit: March 15, 2011, 12:02:58 am by RetroRob »

Offline adamisgr8

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Re: Critique my sprites for XBLIG

Reply #3 on: March 15, 2011, 07:27:44 am
Plus, in the king scene the left wall, it is awfully flat!
But, I think that the idea is clever (even though not too original) and the maps are very well done!
+1

Offline ptoing

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Re: Critique my sprites for XBLIG

Reply #4 on: March 15, 2011, 07:31:52 am
Could you please replace the pictures with something that is at native resolution (as in a pixel is a pixel). We have a zoom feature here, you can simply click on an image to zoom it and I think shift click to zoom back out. Also perhaps without the windows stuff around it. That would help if anyone wants to edit your stuff for critique.
There are no ugly colours, only ugly combinations of colours.

Offline RetroRob

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Re: Critique my sprites for XBLIG

Reply #5 on: March 15, 2011, 12:53:47 pm
Hi ptoing and adamisgr8,
Adamisgr8, I totally agree on the castle.  The windows were more of an after thought and I'm definitely planning on revisiting them when it comes time to build the throne room / interior of the castle :D  ptoing I'll resave the images as soon as I get home tonight.  Most of the sprites above I've blown up to 400% so you can tell what they'll look like in game.

Offline malkomk

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Re: Critique my sprites for XBLIG

Reply #6 on: March 16, 2011, 05:10:19 pm
I think I like it. But I have a few questions!
#1: What's with some being very low res and other images high res? Are you planning to have it all high res when it's finished?
#2: What program were you using in the fifth picture where you had a file called tester.tmx? What does it do? How much does it cost?
#3: ... I guess there's no third question :)

Offline RetroRob

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Re: Critique my sprites for XBLIG

Reply #7 on: March 17, 2011, 02:12:35 pm
Hi malkomk,
1. I just changed them all to 100% zoom.   When inGame the sprites will be blown up 400%.  The game is based on 16x16 tiles.
2. That's Tiled - http://www.mapeditor.org/  It's a great FREE program used for creating tilemaps for games.  You can save out a tilesheet and then use Tiled to assemble them.

« Last Edit: March 17, 2011, 02:17:41 pm by RetroRob »

Offline Lizzrd

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Re: Critique my sprites for XBLIG

Reply #8 on: March 17, 2011, 03:13:57 pm
Toyed around with the values slightly, reduced saturation a bit.
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Offline RetroRob

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Re: Critique my sprites for XBLIG

Reply #9 on: March 17, 2011, 03:20:41 pm
Thanks for the example Lizzrd :D Playing with the saturation levels on a lot of my stuff is def on my list of things to do.