AuthorTopic: GR#159 - No Kings - Gameart  (Read 11818 times)

Offline winged doom

  • 0010
  • *
  • Posts: 159
  • Karma: +0/-0
    • rt8vr8ttr
    • http://pixeljoint.com/p/26848.htm
    • 08--n7r6-7984
    • r6-4aw3-b
    • 08.n7r6.7984
    • View Profile
    • @

GR#159 - No Kings - Gameart

on: August 29, 2013, 09:35:54 pm


Wip  ;) Mockup for Flame Badge "No Kings" by Belimoth.
« Last Edit: January 25, 2014, 10:11:25 pm by winged doom »

Offline winged doom

  • 0010
  • *
  • Posts: 159
  • Karma: +0/-0
    • rt8vr8ttr
    • http://pixeljoint.com/p/26848.htm
    • 08--n7r6-7984
    • r6-4aw3-b
    • 08.n7r6.7984
    • View Profile
    • @

Re: Flame Badge / NES colors

Reply #1 on: August 30, 2013, 01:02:33 pm

Second floor (maybe - I still work on this) and ladder


Two teams - Black and Red (wip).


Swordsman: shield and sword


Spearman: just spear, without shield and this head (because this head for Minotaur, guy with bull mask, no other armor).


Ladderman: spear guy only his spear is also a ladder
« Last Edit: August 30, 2013, 01:04:27 pm by winged doom »

Offline Decroded

  • 0100
  • ***
  • Posts: 1285
  • Karma: +3/-0
  • Oh hai
    • View Profile

Re: Flame Badge / NES colors

Reply #2 on: August 30, 2013, 11:16:31 pm
These are looking really cool.
I didn't know what second floor was without the label so you probably need to change the lighting on the wall and increase the highlight where the wall meets the floor.
A few structural details would also help to tell what is going on.

Offline numlock

  • 0001
  • *
  • Posts: 47
  • Karma: +0/-0
    • View Profile
    • my blog

Re: Flame Badge / NES colors

Reply #3 on: August 31, 2013, 12:34:47 am
I don't know if you care about the nes restrictions but I think its something like 4 colors per 8x8 tile(including transparent color), otherwise looks cool though, I really like the hud, it reminds me of old ultima games for some reason.

Offline winged doom

  • 0010
  • *
  • Posts: 159
  • Karma: +0/-0
    • rt8vr8ttr
    • http://pixeljoint.com/p/26848.htm
    • 08--n7r6-7984
    • r6-4aw3-b
    • 08.n7r6.7984
    • View Profile
    • @

Re: Flame Badge / NES colors

Reply #4 on: September 09, 2013, 09:24:51 pm
These are looking really cool.
I didn't know what second floor was without the label so you probably need to change the lighting on the wall and increase the highlight where the wall meets the floor.
A few structural details would also help to tell what is going on.

Thanx for advice, I'll try it!

I don't know if you care about the nes restrictions but I think its something like 4 colors per 8x8 tile(including transparent color), otherwise looks cool though, I really like the hud, it reminds me of old ultima games for some reason.

Didn't adhere to the NES canons because 3-4 colors on sprite is not enough for me, but I tried it:



It's 14x14 px, so I'm not sure about the nes restrictions :c



Update with Musashi (master swordman guy with katana) and some new tiles:



still wip  :D
« Last Edit: September 09, 2013, 09:30:12 pm by winged doom »

Offline winged doom

  • 0010
  • *
  • Posts: 159
  • Karma: +0/-0
    • rt8vr8ttr
    • http://pixeljoint.com/p/26848.htm
    • 08--n7r6-7984
    • r6-4aw3-b
    • 08.n7r6.7984
    • View Profile
    • @

Re: Flame Badge / NES colors

Reply #5 on: October 16, 2013, 09:22:28 pm
New chars - rider and berserk:



Mockup based on this screenshot.
« Last Edit: October 18, 2013, 09:02:13 am by winged doom »

Offline winged doom

  • 0010
  • *
  • Posts: 159
  • Karma: +0/-0
    • rt8vr8ttr
    • http://pixeljoint.com/p/26848.htm
    • 08--n7r6-7984
    • r6-4aw3-b
    • 08.n7r6.7984
    • View Profile
    • @

Re: No Kings / Help with horse rider / zelda-like view, 16x16

Reply #6 on: October 18, 2013, 09:46:57 am
Progress of work:



I can't be defined with this green because don't like it. Which green you like more?

And here is the current probleme, the horse:



It's not look like horse now and I have no idea how to change it. Tried to make legs a bit longer, but it didn't help:

Offline Ryumaru

  • Moderator
  • 0100
  • *
  • Posts: 1683
  • Karma: +0/-0
  • to be animated soonly
    • ChrisPariano
    • View Profile

Re: No Kings / Help with horse, guys / zelda-like view, 16x16

Reply #7 on: October 18, 2013, 10:33:37 am
I'm undecided on the green, both look pretty good but not perfect to me. As for the horse, there is only so much you can do with the space given. I think it looks nice right now, especially zoomed up a bit. I think this is a time where you have to see the sprite in motion, and the player seeing the same sprite in profile will allow them to better read the horse when they see it from the front.

Offline wolfenoctis

  • 0100
  • ***
  • Posts: 1072
  • Karma: +2/-0
    • View Profile

Re: No Kings / Help with horse, guys / zelda-like view, 16x16

Reply #8 on: October 18, 2013, 10:35:04 am
how about this, didn't change any colors:
« Last Edit: October 18, 2013, 10:50:00 am by wolfenoctis »

Offline Pix3M

  • 0010
  • *
  • Posts: 265
  • Karma: +1/-0
    • View Profile

Re: No Kings / Help with horse, guys / zelda-like view, 16x16

Reply #9 on: October 18, 2013, 09:02:06 pm
A couple of horse anatomy notes:

A horse's eyes are positioned to their sides and their brow ridge is hardly there. (common mistake that results in a lot of dog-like horses)

They have a ton of mass in their core, so I repositioned the legs to be closer together to better convey this.

Removed a couple of pixels on their hooves to make the legs appear less stiff



Though, there is another problem of the size of the head. Making it shorter would make it look less out of place at this scale, but it starts being harder to read as a horse.