AuthorTopic: GR#195 - Project Entropy - Gameart, Conceptart  (Read 50885 times)

Offline Ryumaru

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Re: Project Entropy

Reply #90 on: January 31, 2014, 09:40:25 pm
rafal345: Thanks for the suggestion! Animation is such a different world for me- I'm sure I'll go through many iterations of many different assets  :crazy:

Lately I've been messing with the character's size. the 24 pixel height stemmed from a more pokemon/ ocean star blue sphere mentality, but I wanted to see what 8 pixels of extra height could do for me. So far I like the result, but I'm really interested in what you guys think. My thinly veiled argument for them is that it will be easier to make the animations readable, and allow for a bit more artistry in them- but really I was just thinking bigger is better. The advantage of this size over something even larger is that other assets ( of which I've done little of anyway) can stay the same scale.

Also, let me know your opinions on the level of shading in the larger ones. it's all equally enticing to me.




« Last Edit: January 31, 2014, 09:47:21 pm by Ryumaru »

Offline Mr. Fahrenheit

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Re: Project Entropy

Reply #91 on: February 01, 2014, 09:04:30 pm
The new sprites look good to me. I like that they use the highlight color more sparingly.

Offline rikfuzz

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Re: Project Entropy

Reply #92 on: February 03, 2014, 09:53:00 am
Love the big ones a lot.  My preference is with the bottom row - slightly cleaner and easier to understand. But the top set (despite being busier) is still very readable, so it's mostly a style thing.  Love it when this thread gets updated, keep up the good work! 

Offline Probo

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Re: Project Entropy

Reply #93 on: February 03, 2014, 07:13:30 pm
I like the new and the old sprites too. although the newer, bigger ones have closer-to-realistic proportions which seems like it may fit your game better.

Offline rafal345

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Re: Project Entropy

Reply #94 on: February 04, 2014, 09:55:32 pm
#1 fan checks in  :)
I have to say that I like smaller sprites more and I don't know how are the bigger ones going to be fit into current tileset, I guess you'd have to make tileset bigger too. But if it's easier for you - sure, continue with the bigger sprites and show progress pictures more often  :P

Offline Ryumaru

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Re: Project Entropy

Reply #95 on: February 05, 2014, 05:29:24 am
Fahrenheit, rikfuzz, and probo: I'm glad you all like them! I've been gravitating towards them more and more ever since I did them.

fafal345: And then the fumble! sucks that you like the smaller points more DX! Is it the charm? Have they grown on you since they have always been with the project? I will try to update more often just for you though ;] Can't lose my number one!

If you're concerned how they will fit with tiles, hopefully these images will ease your worries. The first is a rough mockup in the perhaps final resolution. I intend it to be 16:9 standard hd ratio, as one of my supposed target platforms, the OUYA is played on home televisions. ( if it's still a thing by the time the game is made :x)
The second is a sketch for some carved rock faces and a bit of a gbc mock. Was deeply inspired by the treatment of rocks in Boktai.



Offline astraldata

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Re: Project Entropy

Reply #96 on: February 05, 2014, 09:31:43 pm
I just have to say this looks pretty amazing so far.

I really do urge you to stick with the smaller sprites though. With a name like "Wander", you really do need to feel like you're in a big, open, world and the smaller sprites allow you to feel small in the world (akin to the original Zelda on the NES where you actually DID wander). The ratio of character-to-screen seems more ideal to the smaller sprite size due to this fact, and the smaller ones are definitely more mysterious than the larger (easier to read) sprites.

I've been having a hankering for an RPG-style game like this for a really long time. Like Zelda, the style screams mysterious and epic. This definitely needs to be made. Some things I've read regarding the story don't quite do it the justice it deserves, but it's not far off the mark regardless. I definitely like the direction you're going with this.

Have you ever played the Illusion of Time / Gaia? Not quite the same thing in visual style, but it does have a similar mood/tone as what you're going for on some level I think.
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Offline Probo

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Re: Project Entropy

Reply #97 on: February 05, 2014, 10:27:47 pm
I just have to say this looks pretty amazing so far.

I really do urge you to stick with the smaller sprites though. With a name like "Wander", you really do need to feel like you're in a big, open, world and the smaller sprites allow you to feel small in the world (akin to the original Zelda on the NES where you actually DID wander).

thats actually a really good point. something else ive just noticed is has the perspective become a little less topdown since you made them bigger? they might not fit with the bosses. maybe if you changed the angle of them a bit you could have a bit of both, keep the horizontal size of the new sprites and have less vertical size for a smaller sprite overall

Offline Ryumaru

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Re: Project Entropy

Reply #98 on: May 23, 2014, 02:13:40 am
It's been a while; I have a few bits to show. It's funny seeing the necropost warning every time I update this thread  :crazy:



examine screen for certain areas/ picked up objects.



another lotus room location.

astraldata: Thank you so much! I appreciate your thoughts on the matter. I am torn on the sprite size thing, it is an important issue. I see your point, but I have fallen at least a little in love with the new sprites. I will feel things out as the world is created and issues such as screen size are finalized.

Probo: Yep, perspective is a bit different. As I flesh out the visuals of boss battles and other areas I will get a better sense of how things are working. Stay tuned!

Offline Mr. Fahrenheit

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Re: Project Entropy

Reply #99 on: May 23, 2014, 02:43:03 am
The apple seems a bit narrow to me. Besides that good work, it all looks awesome.