AuthorTopic: 16px platformer  (Read 13430 times)

Offline Decroded

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Re: 16px platformer

Reply #10 on: December 30, 2014, 11:03:24 pm
Thanks guys you're both right  :y:
Maybe I'll just darken leaf shadow to blend with trunk then reduce contrast across the whole tree (tool then tweak).

Self crit:
I also feel like pixel clustering is OK but could definitely benefit from more experimentation.
The leaf structures might look more interesting with more variation in the gradation between light and shade to make some more shadowy clumps.
Maybe just something to keep in mind for next time.

Offline alexashby

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Re: 16px platformer

Reply #11 on: December 31, 2014, 04:03:28 am
Really liking the mock up so far! One thought I had was the sword was a little close in value to the background and blended in a bit to much I felt.

Made an edit to show my thoughts!



« Last Edit: December 31, 2014, 04:05:32 am by alexashby »

Offline Decroded

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Re: 16px platformer

Reply #12 on: January 01, 2015, 12:18:32 pm
took on comments.
decided to keep brighter background for that minty fresh feeling but added a touch of outline to the sword.

tweaked the tree and foliage a bit more.
once i try out the assets in-engine i might end up fading the tree a bit more so it doesn't interfere with the action.

process:


attack animation!
wanted to keep it cute and simple  ;D

« Last Edit: January 01, 2015, 12:21:08 pm by Decroded »

Offline Cheetah

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Re: 16px platformer

Reply #13 on: January 02, 2015, 12:16:23 am
Great improvement on the tree with the cluster study. I'm concerned that you are using too many colors. If you are going for a simple/cute look at such a small size, having less colors often brings up the readability. For instance, the tree now looks amazing with the number of shades per color because it is so large. But the character and the treasure chest look a bit muddy.

However, looking at it at 3x does work alot better. So I suppose just something to be mindful of.

Offline Decroded

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Re: 16px platformer

Reply #14 on: January 02, 2015, 12:51:08 am
Yeah I know what u mean cheetah it's been in my head too.
Number of colours is such a trade off. I've tried to keep the count down despite recently adding another shade on the knight's armour.
I doubt the game will render any less than 3x so it's good u think it looks OK at that res as that's how I'm viewing when I check readability.
I've also tested the sprites against a range of backgrounds and they seem to pop OK in practical gameplay terms.

Nothing is set in concrete so I guess I'll proceed with more assets for now and address any serious readability issues later

Offline Decroded

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Re: 16px platformer

Reply #15 on: January 03, 2015, 04:58:39 pm
more development and small animation test for basic slime monster.

thanks to wolfenoctis for colour suggestions  :y: :y:
« Last Edit: January 04, 2015, 12:03:57 am by Decroded »

Offline Pinux

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Re: 16px platformer

Reply #16 on: January 03, 2015, 05:07:37 pm
I just noticed brown pixels in the water under the bridge :P

Offline alexashby

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Re: 16px platformer

Reply #17 on: January 03, 2015, 08:12:32 pm
Looking good so far Decroded! Your solution to the sword works well too :D

Offline Decroded

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Re: 16px platformer

Reply #18 on: January 04, 2015, 12:04:22 am
I just noticed brown pixels in the water under the bridge :P
Thanks Pinux. Fixed.

Offline Cheetah

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Re: 16px platformer

Reply #19 on: January 04, 2015, 01:24:20 am
I was liking your run cycle, it had a lot of character and bounce. The sword swing is just so flat and generic though. Right now he is just swing in a straight line down, maybe try to add some left to right motion. So instead of up to down, it is more of his top left to his bottom right. That could be is standing attack, if the guy is running and attacking then he should do a lung or something different.

Also, I have no idea what your game play plans are. But since you already have the character in different amounts of armor you could get rid of the health bar and just have him loose armor each time he is hit. It is a bit of a rip from Ghosts n Goblins, but health bars are stupid.