AuthorTopic: Art for a iPhone game  (Read 10141 times)

Offline Ichigo Jam

  • 0001
  • *
  • Posts: 57
  • Karma: +0/-0
    • View Profile

Re: Art for a iPhone game

Reply #10 on: April 16, 2011, 11:56:30 am
I think the troll is good - it feels cleaner than the others because it has larger areas (clusters in the local parlance) of colour, whereas the others feel a bit noisy.

I tried an edit of your player sprite to address a couple of things
1) Weak pose - with his feet together like that, he looks scared - or like he needs the toilet :) Also, his sword arm feels too far out.
2) Cleaned up messy pixels, and simplified things a bit to try and make it more readable.
3) Mostly removed the internal black outlines - at this size, they start taking a lot of space, and can make things kind of flat-looking.


I'm not sure what you should do with the face though - the light coloured eyes contribute to the impression that he's terrified (eyes open too wide so we see a lot of the whites).
I couldn't manage to do any better with so little space, so I tried just putting it into shadow. Not sure if that makes him look less like a player character though. Maybe you could try giving him a less full helmet?

Oh, and why does he have bare hands if he's wearing full armour  ???
« Last Edit: April 16, 2011, 12:00:22 pm by Ichigo Jam »

Offline Greger

  • 0001
  • *
  • Posts: 84
  • Karma: +0/-0
    • View Profile

Re: Art for a iPhone game

Reply #11 on: April 16, 2011, 12:06:41 pm
I think the troll is good - it feels cleaner than the others because it has larger areas (clusters in the local parlance) of colour, whereas the others feel a bit noisy.

I tried an edit of your player sprite to address two things
1) Weak pose - with his feet together like that, he looks scared - or like he needs the toilet :) Also, his sword arm feels too far out.
2) Cleaned up messy pixels, and simplified things a bit to try and make it more readable.


I'm not sure what you should do with the face though - the light coloured eyes contribute to the impression that he's terrified (eyes open too wide so we see a lot of the whites).
I couldn't manage to do any better with so little space, so I tried just putting it into shadow. Not sure if that makes him look less like a player character though. Maybe you could try giving him a less full helmet?

Oh, and why does he have bare hands if he's wearing full armour  ???

Making things noisy on a small level is definietly something I need to work on, I usually get too carried away and just dot in smaller nuances everywhere when I am colouring and I should try to make it simpler, less is sometimes more heh :)
You're right about the pose, he does look scared when he has his legs together like that. Thanks for adressing it, I've never thought of it before until you brought it up.
He really is a lot easier to read now, thanks for the edit! I'm going to see if I can work something out with how you've posed him, might have to redo to make it easier to read him.
That isn't actually his eyes, it's the edges of the helmet :D IT sort of looks like eyes though. I can see what I can do about his head, I'll work on a couple of helmets (and possibly even doing just a head for him).
I guess I wanted to break out of having a full plate I guess, should probably make that leather gloves at least.
I'll get working on it as soon as possible, thanks a lot for the edit and criticism, it helps a lot :)

Offline Greger

  • 0001
  • *
  • Posts: 84
  • Karma: +0/-0
    • View Profile

Re: Art for a iPhone game

Reply #12 on: April 16, 2011, 02:40:44 pm
I've cleaned up the goblins and the skeleton now, and I remade the player character completely.

He's not wearing full plate anymore, only plate leggings and chest, no helmet either. The bandana, hair and skin all share similar hues but I think it doesn't melt together too much. He's also three pixels taller than the skeleton, so now he looks slightly more 'heroic' since he's pretty big now.

Here's a picture of what they look like against dungeon background right now:

Offline Greger

  • 0001
  • *
  • Posts: 84
  • Karma: +0/-0
    • View Profile

Re: Art for a iPhone game

Reply #13 on: April 16, 2011, 10:59:19 pm
More updates you say?

I've fixed a new enemy:

Edit : Redone armour variations, it now looks like this:



You basically just cover the coloured areas with a corresponding item, really easy.
There are a few items you are going to be able to find in the game that all boost your stats, which are the following:

Plate leggings
Helmet
Steel shield
Shoulder pads
Plate arms
Better sword


« Last Edit: April 17, 2011, 01:34:41 am by Greger »

Offline Greger

  • 0001
  • *
  • Posts: 84
  • Karma: +0/-0
    • View Profile

Re: Art for a iPhone game

Reply #14 on: April 17, 2011, 03:28:39 pm
Edit : Added stairs up and stairs viewed from "the other side".
Edit2: Made it easier to decipher on whether it's going up or down.


« Last Edit: April 17, 2011, 04:04:30 pm by Greger »

Offline Gemini166

  • 0001
  • *
  • Posts: 14
  • Karma: +0/-0
  • Professional Pixel Mutilator
    • View Profile

Re: Art for a iPhone game

Reply #15 on: April 17, 2011, 05:37:30 pm
About "the other side" stairs... How will you know if they're going up or down?

Offline Greger

  • 0001
  • *
  • Posts: 84
  • Karma: +0/-0
    • View Profile

Re: Art for a iPhone game

Reply #16 on: April 17, 2011, 05:54:42 pm
About "the other side" stairs... How will you know if they're going up or down?
You know, that haven't crossed my mind! Adding an up/down arrow could probably do the trick, and place it 'on top' of if. Another way of dealing with it could probably be just have the stairs on that one side so that you can see if it goes up or down.
Is it visible on which one of those that goes up and which one that goes down?

Offline r1k

  • 0010
  • *
  • Posts: 270
  • Karma: +0/-0
    • View Profile

Re: Art for a iPhone game

Reply #17 on: April 17, 2011, 07:05:54 pm
If youre going to use an arrow on the other side, I would put an arrow on the side facing us too, just for consistancy.
The stairs could be a little more clear.  I always liked how they did it in Link to the Past
http://www.spriters-resource.com/snes/zeldalinkpast/lttp_castlebasement2.png

Offline Greger

  • 0001
  • *
  • Posts: 84
  • Karma: +0/-0
    • View Profile

Re: Art for a iPhone game

Reply #18 on: April 17, 2011, 07:35:52 pm
If youre going to use an arrow on the other side, I would put an arrow on the side facing us too, just for consistancy.
The stairs could be a little more clear.  I always liked how they did it in Link to the Past
http://www.spriters-resource.com/snes/zeldalinkpast/lttp_castlebasement2.png
That's excellent, I've tried to find good pictures for how stairs can be made in games like these, thanks a lot :)
Made a few more items: barrel, bucket and a "regular" chest that only contains useable items such as health potions and stuff like that.


I have also started working on a level design, and I decided to put in a couple of monsters and items to see how it looks :
click here for map
It's pretty huge so I'll post a link instead.
The items sort of stick out, might have to rework colours on them. Not sure if I should stick black outlines on them too.

 

Offline Greger

  • 0001
  • *
  • Posts: 84
  • Karma: +0/-0
    • View Profile

Re: Art for a iPhone game

Reply #19 on: April 18, 2011, 01:06:44 pm
I've pretty much just copied the way the stairs look, mostly because I just love the way it looks and it's so easy to decode if it's going up or down too.


Also added black outline to the items.