AuthorTopic: Vedsten + Jawsh + Gustav + Fejer + Nick Lee  (Read 8989 times)

Offline AdamTierney

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Re: Vedsten + Jawsh + Gustav + Fejer + Nick Lee

Reply #1 on: October 28, 2006, 11:06:42 am
Those are pretty amazing works.
Those of Kenneth Fejer, they aren't pixel art, are they? If they are, then  :o
I'll save these for inspiration, especially those character sprites.
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Offline .TakaM

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Re: Vedsten + Jawsh + Gustav + Fejer + Nick Lee

Reply #2 on: October 28, 2006, 11:19:35 am
very nice work all around, my hats off to the team.
I especially like nick_06 and 06, very inspirational. Also, I noticed nicks treetop's looks quite similar to that of chaos engines
( )
coincidence?
« Last Edit: October 28, 2006, 11:22:48 am by .TakaM »
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Offline Androk

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Re: Vedsten + Jawsh + Gustav + Fejer + Nick Lee

Reply #3 on: October 28, 2006, 01:45:16 pm
Nick's stuff is pretty badass. Nick_09 is pretty cool just to see how the level is done, you cans ee that on of the buildings was cut off and anotehr image is there, and it's just neat to see a template like that for the game level. Probably looks awesoem on GBA hehe.

To TakaM, yeah, seems similar, cept he did leaves that are a bit more rapid, sort of giving it it's own look. Plus, Chaos Engine has more unshaded areas! But honestly I like both so meh

One thing that DID bug me is in 06 that waterfall... it doesn't make sense. You have the steps going in 2 levels INTo teh screen and then waterfall just kind of trancends all that and falls down across them almost vertically. Just bugged teh hell out of me!
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Offline AdamTierney

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Re: Vedsten + Jawsh + Gustav + Fejer + Nick Lee

Reply #4 on: October 28, 2006, 06:10:54 pm
Only the menu pieces in Ken's stuff is pixelled. The spacey BGs are Warner rendered art.

Yeah, the trees look similar so I'm guessing he referenced them pretty heavily. But I don't think he ripped anything. Nick's trees are rounder, less splayed leaves and simpler. Something to keep in mind with Nick's stuff specifically is that he had pretty harsh tile limitations in each level. So there's a constant tradeoff between pixel quality and variation.

Yeah, waterfall is out of perspective, but you never see more than 1 floor of that level at a time, so it works fine in-game. I liked the idea of a huge waterfall that flows over everything. In the game it's animated, and it reduces opacity when you walk behind it, so you can fight people behind the waterfall.

- Adam

Offline Ryumaru

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Re: Vedsten + Jawsh + Gustav + Fejer + Nick Lee

Reply #5 on: October 28, 2006, 06:31:20 pm
ahh, pixelart at its prime. all of this is wonderful, and im glad im in a community with all these talented artists.

Offline AlienQuark

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Re: Vedsten + Jawsh + Gustav + Fejer + Nick Lee

Reply #6 on: October 28, 2006, 06:46:33 pm
How did all of these amazing artists end up working on the same game together? That's amazing.

All good stuff, from each artist. Now I feel like playing that game haha. :y:

Offline 8bitty

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Re: Vedsten + Jawsh + Gustav + Fejer + Nick Lee

Reply #7 on: October 29, 2006, 12:22:28 pm
i love the art in the game so much, and the gameplay is great too  :-*

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Offline Tinygiant

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Re: Vedsten + Jawsh + Gustav + Fejer + Nick Lee

Reply #8 on: October 29, 2006, 06:22:09 pm
Wicked stuff guys, love the big backgrounds nick did.

Offline Kable

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Re: Vedsten + Jawsh + Gustav + Fejer + Nick Lee

Reply #9 on: October 29, 2006, 09:47:53 pm
First of all, great art.

Nicks stuff really has me wondering though, There's a lot of mixed perspectives in the levels, though I'm sure it all  looks great when clipped to a GBA sized screen.

How did you guys arrive at mixing all those perspectives? was there some reference you were working from?

Also, how did the game handle players walking behind things like buildings.. or inside a bus, did the player just disappear from view for a while?

and last one, how was the level design created, was it really just one big image chopped up? or did you rough out levels with very basic blocks and then spiff them up? I'd love to know how these levels were designed and assembled.

(ok.. looking closer I can see that  they are indeed tiled, but there' s a wide variance in tile sets within one level)
« Last Edit: October 29, 2006, 10:15:33 pm by Kable »

Offline AdamTierney

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Re: Vedsten + Jawsh + Gustav + Fejer + Nick Lee

Reply #10 on: October 29, 2006, 10:49:42 pm
"How did you guys arrive at mixing all those perspectives? was there some reference you were working from?"

The game draws pretty heavily from beatemups like Double Dragon and Final Fight, so we kept the same basic perspective as those (although this game had a lot more vertical movement). Double Dragon in particular was a big influence because the designers were constantly screwing with perspective, on the knowledge that the player would only see one screen's-worth of area at a time. Example:

http://www.viplt.ne.jp/ddragon/double%20dragon/stagemap/mission1_stagemap.gif

"Also, how did the game handle players walking behind things like buildings.. or inside a bus, did the player just disappear from view for a while?"

We had 3-4 layers available on all maps, so generally we'd set 1 in front of the player. This would include pieces of things like the bus, building tops, etc. It really has to be seen to be appreciated, and the coordination of all these levels was done by Nick (hopefully he won't mind me posting an example). He worked with incredibly limited tile counts, so basically he would use 1 layer to lay flat Lego-like blocks, a second layer for incidental details and a third for anything in front of the player. Here's a set of examples:

http://www.adamtierney.com/Nick_layers.zip

"and last one, how was the level design created, was it really just one big image chopped up? or did you rough out levels with very basic blocks and then spiff them up? I'd love to know how these levels were designed and assembled."

The initial levels were sketched out by myself and David (the lead programmer). Vedsten and Nick would work off these designs and handle all art and layout themselves. As Nick got more comfortable, I'd start just giving him lists and written ideas and he came up with everything himself.

- Adam
« Last Edit: October 29, 2006, 10:59:45 pm by AdamTierney »

Offline Kable

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Re: Vedsten + Jawsh + Gustav + Fejer + Nick Lee

Reply #11 on: October 30, 2006, 04:28:22 am
Very nice work guys. Making maps like that is really a difficult skill that goes way beyond just pixeling or coding.  The examples really help, especially DoubleDragon, while I've beaten that game more times then I can count in my youth, I never noticed the perspective mashing.

Is there a an official site for the game? I may have to pick it up :)

Offline crab2selout.png

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Re: Vedsten + Jawsh + Gustav + Fejer + Nick Lee

Reply #12 on: October 30, 2006, 06:55:16 am
It's interesting to watch Vedsten and Nick's skills progress through these images. You can see they handle the time constraints better and deliver more consistently in the later images.

 I'm digging the grassy areas of Nick_06.gif. It's got a nice meatiness to it. The floor tiles of Nick_11.gif came out real nice, too. Nick_11 looks like a big step up from his other levels.

Thanks for the DD map, Adam. I was trying to find that with a google recently. I've always enjoyed your posts on the games you and other pixelation artists are working on. Keep them coming.
« Last Edit: October 30, 2006, 07:04:52 am by crab2selout.png »

Offline vedsten

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Re: Vedsten + Jawsh + Gustav + Fejer + Nick Lee

Reply #13 on: October 30, 2006, 09:43:30 pm
so much fun working on this Adam, an allover great experience! Nick's stuff is truly amazing, espc. taking the limitations into account, top f. dollar. It's a shame you can't see any of the animations of Jaws and Gustavs work cause they are  :y: :y: :y: too


Congrats on the great reviews so far btw

Offline AdamTierney

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Re: Vedsten + Jawsh + Gustav + Fejer + Nick Lee

Reply #14 on: October 30, 2006, 11:38:29 pm
Congrats to you, sir. :) Did you get your copy yet? If not you should soon - they were sent out mid last week.

Offline sevenfingers

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Re: Vedsten + Jawsh + Gustav + Fejer + Nick Lee

Reply #15 on: October 31, 2006, 01:20:51 am
Just wanted to give my props to a damn fine work by all involved.
Seeing Vedsten's work gives me warm fuzzy feelings.
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Great work dudes! Just a shame there's no animations shown.

Offline .TakaM

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Re: Vedsten + Jawsh + Gustav + Fejer + Nick Lee

Reply #16 on: October 31, 2006, 01:27:32 am
any chance of seeing some of the character portraits?
I know theyre not pixel art, but they still looked very cool :)
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Offline big brother

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Re: Vedsten + Jawsh + Gustav + Fejer + Nick Lee

Reply #17 on: October 31, 2006, 03:53:18 pm