AuthorTopic: GR#065 - Iso RPG Enemies & Tiles  (Read 18165 times)

Offline vedsten

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GR#065 - Iso RPG Enemies & Tiles

on: July 19, 2011, 01:55:48 am
Been a while since I've done any pixeling, but now I have the opportunity to do it in relation to my education. Yay!

Random enemies for a small RPG I'll develop during the next 6-9 months.

Any input, and ideas for fun enemies appreciated.

*UPDATE 1/8





*UPDATE 28/7



*UPDATE 26/7





*UPDATE 24/7



*UPDATE 23/7



*UPDATE 21/7



*UPDATE 20/7



*ORIGINAL




Cheers
« Last Edit: August 01, 2011, 02:01:00 am by vedsten »

Offline Phlakes

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Re: RPG enemies

Reply #1 on: July 19, 2011, 02:48:18 am
I think the one on the right needs a few dark shades in the lighter shadows. I see the only darker color you have is really dark, but I'm sure it'll work somehow.

Offline vedsten

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Re: RPG enemies

Reply #2 on: July 19, 2011, 11:01:31 pm
A few more chars.

@Phlakes: I guess it depends on screen settings, it's no really an issue on any of my monitors. Not that they're particularly good tho :o



Cheers

Offline PypeBros

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Re: RPG enemies

Reply #3 on: July 20, 2011, 07:05:59 am
Oooh. They're so much lovely  ;D Brilliant colours.



I second on the mushrhomme not working well, but I'm not sure more colours / less contrast is what you need. At least, that's how I tended to address the problems like these so far, but it never works. So I took the opportunity to walk in the steps of Helm (that's him, right ?) and try to think into clusters.

Theory: If your clusters are clean and reflect the shapes, the contrast between the colours do not raise issues. That even works with black/white. I also tried to fix some banding artifacts in the mushroom's hat and toyed a bit with shading under the hat. It certainly still far from being perfect.

One last thing on the mushroom: it's all tinted grey, but same hue while your other characters have strong hue-shift.

Offline Decroded

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Re: RPG enemies

Reply #4 on: July 20, 2011, 11:45:30 am
Just quickly, I really love these they look great.
You going to animate?

Offline vedsten

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Re: RPG enemies

Reply #5 on: July 21, 2011, 05:10:08 pm
@ Pypebros  ~ Thanks for the input! I don't like what your edit does in terms of conveying shape, but the colors worked wonders!!! They're incorporated, thanks.

@ Decroded ~ Thanks :) Nopes, no animation, too much work!

Also, two extra chars.



Cheers!

Offline ptoing

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Re: RPG enemies (UPDATE x 2)

Reply #6 on: July 21, 2011, 06:58:58 pm
Nice to see stuff from you again, had to think of you when I found out that Aliens (the DS one from Wayforward) will come out after all :D

I made a little edit. Mainly addressing some aa, banding and colour things. Seems you work in Photoshop or something. You had a bunch of useless dupes and close colours and such.



If you have more questions about the edit just ask :)
There are no ugly colours, only ugly combinations of colours.

Offline PypeBros

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Re: RPG enemies

Reply #7 on: July 21, 2011, 07:40:49 pm
@ Pypebros  ~ Thanks for the input! I don't like what your edit does in terms of conveying shape (...)

Yeah. Me neither. I tried and failed, but maybe I've progressed a little bit. I'd dare to say there is still a nasty banding effect at the bottom of both mushrooms that should be dealt with.

Quote
... the colors worked wonders!
Glad I've helped  ;D
Eager to see more. I really love the new ones as well ^_^

Offline Conzeit

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Re: RPG enemies (UPDATE x 2)

Reply #8 on: July 21, 2011, 08:41:37 pm
Well, I'm glad people were motivated enough to make edits on your sprites, they're very neat =) I wouldnt have seen them otherwise, I'm seeing that stupid imageshack yellow frog in your original post =/

I dont really have a crit, I just want to say I love the straightforward look in these, they have a clear volume but they have very pixelly and cartoony things on them like those big shining eyes, hat's off!

Offline vedsten

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Re: RPG enemies (UPDATE x 2)

Reply #9 on: July 23, 2011, 01:43:11 am
UPDATE!

Incorporated input and added a few chars.
I kinda like the skeleton, but I'm not sure it fit's the others due to the amount of minor details. Any thoughts?
Also, a few WIP enemies made their way in.



@Pyrebros ~ Thanks! also I agree on the banding. Actually when I look at it now, I guess there are still some issues, I'll fix in next upload :o

@ptoing ~ what what what !? Aliens is getting released afterall? That's fucking excellent news! I never thought it would see the light of day. Thanks a bunch for the edits, I've incorporated the most obvious improvements (and missed some most likely D:). You're right about the photoshop thing, and it does cause some color issues, I'll give it a major checkup ones I decide I have enough. Also, it's good to be back!

@Conceit ~ Thanks a lot! I've tried using dropbox for uploading this time, does it work ?

Cheers
« Last Edit: July 23, 2011, 01:59:22 am by vedsten »

Offline EyeCraft

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Re: RPG enemies (UPDATE x 3) [orcish nudity warning]

Reply #10 on: July 23, 2011, 02:59:18 am
These are looking sweet!

Did a couple of edits:



- Simplified the ribcage to match the style
- General tweaks to how bright some single pixels were in the skeleton
- Altered the shading of the mushroom's cap (added a colour)
- Cleaned a few pixels up here and there

Where are these creatures set? Feels like they are all very point-source lit, implying dungeons, caves and other interiors. Are there any outdoor areas?

Also, welcome back.  :)

Offline NickZA

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Re: RPG enemies (UPDATE x 3) [orcish nudity warning]

Reply #11 on: July 24, 2011, 07:21:49 pm
It's interesting to see how a very unstippled style can work so well in contrast to some of the stuff I've been drooling over lately. Really nice work!

Offline vedsten

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Re: RPG enemies (UPDATE x 3) [orcish nudity warning]

Reply #12 on: July 24, 2011, 08:49:55 pm
UPDATE!

New additions (including orka from heman) + a couple of tweaks



I'll take a break from spriting and start looking at the engine. Next update will probably feature a tileset.

@ Eyecraft ~ Thanks :) I think your edits are taking the sprites in a somewhat different direction in terms of shading style. While the skeleton problem is improved in terms of detail level, I think it looks a bit too smooth for the rest of the bunch. The 'shroom shading was a tad harsh so I added an extra color as suggested. As for setting, it's actually all outdoors, but you'll never see the monsters on anything else than a card with a dark grey bg. Thus, my main concern has just been to make them look neat on just that.


@ NickZA ~ Thanks a bunch :D
« Last Edit: July 24, 2011, 08:53:48 pm by vedsten »

Offline ptoing

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Re: RPG enemies (UPDATE x 4) [orcish nudity warning]

Reply #13 on: July 24, 2011, 09:21:43 pm
Orko, actually :P

New ones are quite nice. I am assuming they will always be on black? Like static fighting screen ala old FF games?

If that is the case I would AA the outside more, not a lot but a bit. Like you did on the spear of the skeleton. 1 or 2 pixel AA should be fine in most cases.

The spear of the goblin above the skeleton is pretty bad in terms of AA, you can make it smoother but still make it look jagged in places. Also look at what I did to the beak of the duck in my edit. Keep em coming :)
There are no ugly colours, only ugly combinations of colours.

Offline PypeBros

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Re: RPG enemies (UPDATE x 4) [orcish nudity warning]

Reply #14 on: July 25, 2011, 06:03:13 am
Any input, and ideas for fun enemies appreciated.

Some music-playing teasing sprites (apparently harmless, but using annoying status-affecting spells) ?
A you-re-gonna-get-lost tanooki ?
Whether the owl-of-wisdom could be a ennemy or just an NPC ... I just can't decide.

Offline Cesque

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Re: RPG enemies (UPDATE x 4) [orcish nudity warning]

Reply #15 on: July 25, 2011, 11:36:33 am
This is a very general (and probably bizarre) comment, but the sprites look like their palette is composed of a limited number of basic colours in different shades with no intermediate ones. For example, the tree and the sasquatch with the goblin on a leash are brown & green, but the mushroom and the skeleton and the clockwork gorilla golem are predominately grey. It looks as if every sprite is using a completely different palette, or maybe a different set of basic colours, and the boundaries between them are very explicit (like between the crown of the tree and the trunk).

I just felt like pointing this impression out :D

Offline NickZA

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Re: RPG enemies (UPDATE x 4) [orcish nudity warning]

Reply #16 on: July 25, 2011, 12:46:48 pm
How about a chubby, shiny black spider with a stovepipe hat and a toothsome grin?

Offline vedsten

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Re: RPG enemies (UPDATE x 4) [orcish nudity warning]

Reply #17 on: July 26, 2011, 01:28:30 am
So, I took a break from spriting and started doing some BGs.
I've been trying to create a decent tileset matching the sprites all night, with little luck, this is where I'm at:
Any C&C, edits, what-ever is appreciated



Also, brushed up the sprites:



@ Ptoing ~ Orko huh? Might explain why I had such a hard time finding references :o The sprites are indeed always going to be shown on dark BG so, yeah some AA makes sense. I've gone with 1pt because I enjoy the crispyness :D

@ PypeBros & NickZA ~ Thanks for the suggestions! I'll keep them in mind once i return to spriting!

@ Cesque ~ I guess it's a fairly accurate description of color technique. Not sure what to say :D I like it that way ;)

Cheers

Offline xanthier

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I am in love with the styling of these characters and your color choices as well...bravo!
For this, a long time have I waited.

Offline vedsten

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UPDATE!

After a gazillion make-overs I think I'm getting somewhere with the tileset.
 


Variation tiles are still missing, but I'll wait until I'm 100% happy with the basic ones.

Thoughts?

@ xantier ~ Thanks a lot! :D

Offline Olothontor

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UPDATE!

After a gazillion make-overs I think I'm getting somewhere with the tileset.
 


I think the colors are still interesting (although I kinda miss that bright yellow highlight you had going on for the trees). In fact, I might even go so far as to say (despite how much I liked the yellow) that the colors are too interesting. It's tough to find that sweet-spot between easy-to-miss and overly eye-catching, and I believe you shot into the latter half of that spectrum.

That may just be me, though.  :crazy:
"In a mad world, only the mad are sane." - Akira Kurosawa

Offline Mathias

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Very attractive pixels here, man. Love the management of tiny details.

Dark purple on right side of rocks really bugs me; too saturated, not blending.

Offline NickZA

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Really enjoying watching this progress, I'm learning by watching here! Your rocks and trees have really nice solid contrast, something I'm a big fan of.  :y:

Offline ptoing

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I agree with Mathias on the purple on the rocks. Same goes for the purple on the first mushroom enemy. It is too saturated, does not blend well and kinda pokes a hole into it.
There are no ugly colours, only ugly combinations of colours.

Offline vedsten

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UPDATE!



@ Olonthor ~ I think I know what you mean, like homam3 where every map object has high contrast and a gazillion colors creating a very "busy" look. This was also the reason for me to remove the yellow you speak of. In this update, I tried to tweak it further altering content and colors to create a colorful yet readable style.

@ Mathis & Ptoing ~Ya, I see what you mean, it's removed. When I return to spriting I'll take a look at it's usage there.

@ NickZa ~ Thanks man, I think it's progressing nicely myself :)

Offline alex pang

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Holy crap, i just love your stone :)
One thing I might suggest is to blend the woods and stone and the rest of the terrain types better ;), but I'm gussing that your'e already working on it.

Offline Olothontor

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That's a great improvement. The colors are still nice and readable, but keep the feel and mood of the game intact.

The stone is much better and less glaring. I'm unsure of why the grass changed (not that it doesn't look good, though).
"In a mad world, only the mad are sane." - Akira Kurosawa

Offline vedsten

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UPDATE!

I couldn't sleep so I decided to do a couple of sprites



@ Alex ~Thanks :D As for terrain, I am looking into improved blending, but I'm not gonna do "real" transition tiles. The map is going to be code generated and my limited skillset in this respect prevent from attempting any thing like that :)

@ Olonthor ~ Thanks :) The grass tiles were changed to afford tiling between variation tiles.

Offline Fickludd

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Very inspiring stuff, thanks for sharing! Can't say I have anything to contribute to the pixeling. I think the flaming skull is a bit bland compared to the otherwise very interesting enemies, and also it doesn't fit in with the mystical forest wibe I'm getting. Perhaps drop it and knock up something awesomer (I know you can =)). Also: any particular reason why some enemies are turned to either side and some facing the front... how will they be displayed?

Offline pistachio

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I'm liking the sprites you have so far, very charming and stylized but still retain a sense of form.

I do have some problems though, the more major ones being:

The flaming skull's values reflect more of a metallic surface, far too shiny for a skull. Bone has more of a dull, smooth surface. Aside from that, I agree that it's a bit bland but perhaps you could consider its context, perhaps it's a minor/common enemy, maybe further in the game or in a different level. Or maybe it's not. Extending the flames or making it bigger overall may help, though.

The female orc-mage's face is rather hard to read. You're using the light blue color a bit much, which is hard to distinguish from the white used for the eyes (and, in places, shiny blue magic effects). At least for me, while it gives for a neat impression of hard lighting (took me 10 minutes to realize this), this makes it difficult to tell what I assume are her left cheek and left eye apart. She also seems a bit off-balance; but perhaps that's just me too.

The knight's helmet isn't really that accurate, but perhaps that's just for readability's sake?

Values on the serpent/sea monster could be pushed a bit further. The area where its neck area casts a shadow on its twisting tail doesn't blend well, so perhaps you could use another color to blend it in more, as well as enhance the values, so it might serve a double-purpose. On the other hand, what you have now gives off a sort of translucent effect which I'm starting to appreciate, so that's probably not necessary. But the cast shadow could use some treatment.

Your latest sprite, the burning man, seems a bit deformed and off-balance, similar to the female orc. I'd expect him to be facing you more or less head on, for... dramatic effect, I guess. This seems more like a 3/4 left view. I'll get to that later, when I have the time.

I hope I addressed some of that here.



The rest of the problems I have are mostly with pixel clusters and lack of anti-aliasing (you said you'd AA some a bit), but nothing big.
« Last Edit: August 04, 2011, 11:09:17 am by pistachio »

Offline PypeBros

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Some tinted AA on the knight's shield, maybe.

(tried to apply it more globally on the helmet and stuff... unsure I did it right :-/)
« Last Edit: August 05, 2011, 07:07:26 am by PypeBros »