AuthorTopic: [WIP] 1-bit space mockup with peanuts  (Read 12787 times)

Offline Arachne

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[WIP] 1-bit space mockup with peanuts

on: September 01, 2007, 02:32:44 am
I was just doodling, and came to think of robotacon's space man thread. I liked the simple style, and thought a space setting could be fun to try since I've wanted to make little sprites out of my line art monsters. This is what I have so far. About 20 rock tiles, I think.



The main character is a humanoid alien of sorts. He's out gathering space peanuts. Space peanut oil is a valuable resource, you see. :D



I've finished the walk cycle. Now I'm working on the shooting animation and animating the monsters. Not sure about the background yet. I think it could use something like an asteroid belt to give it some kind of a horizon, so I'll give that a go and see if I can pull it off without making everything too cluttered.

Edit:



« Last Edit: October 08, 2007, 09:15:31 pm by Arachne »

Offline Ryumaru

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Re: [WIP] 1-bit space mockup with peanuts

Reply #1 on: September 01, 2007, 03:21:22 am
you could make the characters and other important things stand out much more by making the rock formations closer to the darker side of the value scale. right now they give off about a 70% brightness level.
love it though, extremely simple and sexy.

Offline mattness

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Re: [WIP] 1-bit space mockup with peanuts

Reply #2 on: September 01, 2007, 01:19:02 pm
Two ideas about background..


(color reduced photos)

Not really sure about the galaxy bg.. maybe the second one is what are you lookin' for, just you can try it.

And don't forget.. 1-BIT ROCKS!!! :yell: :yell: :yell:
« Last Edit: September 17, 2007, 06:13:55 pm by mattness »
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Offline am_pm

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Re: [WIP] 1-bit space mockup with peanuts

Reply #3 on: September 01, 2007, 07:37:57 pm
IMO the first BG you suggested would cause mass readability issues. Looks nice for1 bit though!

Offline Arachne

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Re: [WIP] 1-bit space mockup with peanuts

Reply #4 on: September 01, 2007, 11:44:50 pm
Yeah, the galaxy is much too bright. The asteroids are pretty close to what I had in mind, but darker. :)



Right. Well, I made a few different versions. The characters are more visible, but there's less distinction between the foreground and the background in the darkest ones, so I'd go with the brightest of the three. What do you think?

Offline Xion

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Re: [WIP] 1-bit space mockup with peanuts

Reply #5 on: September 02, 2007, 03:35:01 am
Lookin' awesome, and first one most definitely.
Q: What is that very last animation?

And I think I'll have to try my hand at onebitness soon.

Offline robotacon

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Re: [WIP] 1-bit space mockup with peanuts

Reply #6 on: September 02, 2007, 06:38:31 am
Interesting stuff.

I actually think the first version is the best. The others get increasingly busy so it's harder to see what is what in a still frame like that.
Perhaps it's clearer when things move around.

If you look at Adam Atomics Sabotage mock-up it would work in B/W too simply because the silhouette is so distinct.

In other words, I think this one looks best when it's high contrast.

Come to think of it, perhaps use high contrast for game objects and dithering for background objects?
« Last Edit: September 02, 2007, 06:40:52 am by robotacon »

Offline Arachne

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Re: [WIP] 1-bit space mockup with peanuts

Reply #7 on: September 02, 2007, 09:09:42 pm
The last one there is the fly monster death animation. I guess I need to work on that a bit.



Edit: :D

« Last Edit: September 03, 2007, 12:16:49 am by Arachne »

Offline Jad

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Re: [WIP] 1-bit space mockup with peanuts

Reply #8 on: September 03, 2007, 12:28:21 am
Is the choppyness of the animation some kind of esthetical choice?

Otherwise I vote for INBETWEENFRAMESOHMYGODILOVESMOOTHNESS

Yes.
' _ '

Offline Arachne

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Re: [WIP] 1-bit space mockup with peanuts

Reply #9 on: September 03, 2007, 05:31:16 pm
Is the choppyness of the animation some kind of esthetical choice?

Otherwise I vote for INBETWEENFRAMESOHMYGODILOVESMOOTHNESS

Yes.
I guess you could say that. It would just seem odd to me to limit the amount of colors and not keep the frame count somewhat limited as well. I'm also more likely to finish something when it's less work, so I might add more frames once I have all the animations figured out. :)


Hope this version reads a bit better.