AuthorTopic: Odeka: Mockup  (Read 21183 times)

Offline mozzy

  • 0010
  • *
  • Posts: 142
  • Karma: +0/-0
    • View Profile

Odeka: Mockup

on: September 28, 2008, 04:16:36 pm

Run animation. I've been messing with this for a while, not stopping 'til its perfect.
Crits please (:
He's running with a weapon in his left hand, which will be added in game through programming since there will be multiple weapons.
« Last Edit: March 22, 2009, 08:51:22 pm by mozzy »
The Wild thing

Offline mozzy

  • 0010
  • *
  • Posts: 142
  • Karma: +0/-0
    • View Profile

Re: Atilus

Reply #1 on: September 29, 2008, 12:28:31 am
No crits :x
Well I think I'm done though.
Any comments at all will be really appreciated.
« Last Edit: March 22, 2009, 08:51:43 pm by mozzy »
The Wild thing

Offline Souly

  • 0011
  • **
  • Posts: 957
  • Karma: +0/-1
  • Killer of threads.
    • View Profile
    • Punkys Portfolio

Re: Atilus

Reply #2 on: September 29, 2008, 01:02:31 am
The arm seems to snap back a bit quickly.
Not sure about the cape, I'd make an edit but I don't want to edit 2x zoomed pixels.

Offline mozzy

  • 0010
  • *
  • Posts: 142
  • Karma: +0/-0
    • View Profile

Re: Atilus

Reply #3 on: September 29, 2008, 01:09:49 am

I'm trying to keep this looking flat like ancient Greek/Roman paintings/mosaics/etc so no real shading, mostly AA.
« Last Edit: March 22, 2009, 08:51:55 pm by mozzy »
The Wild thing

Offline dfcastelao

  • 0001
  • *
  • Posts: 29
  • Karma: +0/-0
    • View Profile

Re: Atilus

Reply #4 on: September 29, 2008, 06:34:33 am
Just a few comments. Hope it helps:

I find the cape movement to be a bit rigid. Try not doing top and bottom "lines" waving parallel.
I also think that the shirt color is too close to the skin one. It makes the sprite a bit difficult to read.
It's me or the hand holding the weapon is a bit out of sync?

Btw, good running animation and charming character. I like it.

Offline Willows

  • 0010
  • *
  • Posts: 223
  • Karma: +1/-0
    • View Profile

Re: Atilus

Reply #5 on: September 29, 2008, 05:55:31 pm
Something's odd about the arms. They seem to both move forward at roughly the same time, making the gun arm look not-attached-to-the-character.

Very cool otherwise, though!

Offline TomF

  • 0001
  • *
  • Posts: 96
  • Karma: +0/-0
    • View Profile

Re: Atilus

Reply #6 on: September 29, 2008, 06:56:58 pm
His right arm moves back very fast, stops suddenly and then slowly goes forward again. And to agree with the others, the cape needs a little more flow, and the gun arm needs to travel opposite to the other arm.

Otherwise, lookin' good. :)

Offline Jad

  • 0100
  • ***
  • Posts: 1048
  • Karma: +0/-0
    • View Profile

Re: Atilus

Reply #7 on: September 29, 2008, 08:58:25 pm
Non x2 frames.

Also true colors, my other GIF animator screwed up the colors though it was slowed down a bit:

I'm trying to keep this looking flat like ancient Greek/Roman paintings/mosaics/etc so no real shading, mostly AA.



Hurhurhur, you and me obviously have the (exact?) same taste in shading + snappy super deformed animation running boy stuff :D That's awesome.

(edit: also, I'm not accusing him of ripping my sprite, guys, so move on. There's enough differences in both posture and small details and .. umm.. pixels, lol, to prove that this was pixelled from scratch. (: The resemblance is uncanny, though :D :D )
« Last Edit: September 29, 2008, 09:00:21 pm by Jad »
' _ '

Offline Darien

  • 0010
  • *
  • Posts: 435
  • Karma: +0/-0
  • ...nine...ten...draw!
    • View Profile

Re: Atilus

Reply #8 on: October 02, 2008, 03:40:18 am
It looks like he's limping in the latest one... I think it may be because he lifts higher in frame 6 than in frame 2... actually maybe most of the heights aren't matching up, they make his run look lopsided


I love it besides that, though  :y:

Offline mozzy

  • 0010
  • *
  • Posts: 142
  • Karma: +0/-0
    • View Profile

Re: Atilus

Reply #9 on: October 05, 2008, 01:11:28 am

An entrance gate to the mega city of the game. Obviously has some Greek/Roman influences, but I didn't want to make it totally one or the other, I want to have at least some originality.
Eye burning colors because I honestly have no idea whatsoever as to how to color this thing l:
And the direction the pillars are facing are probably off too.
I desperately need to learn how to hueshift.
halp me please D:
The Wild thing

Offline $ymbol

  • 0001
  • *
  • Posts: 29
  • Karma: +0/-0
  • ...
    • View Profile

Re: Atilus

Reply #10 on: October 05, 2008, 01:27:55 am
Why not make it normal beige, or maybe Blue and White?


I'm from a Roman/Greek backround so this is awesome for me  :D
« Last Edit: October 05, 2008, 04:56:07 am by $ymbol »

Offline mozzy

  • 0010
  • *
  • Posts: 142
  • Karma: +0/-0
    • View Profile

Re: Atilus

Reply #11 on: October 05, 2008, 03:29:25 am

How about this?
I took off a few angles on the middle part.
Now it looks like the top is too thin and the base is too wide..
crits pls (:
The Wild thing

Offline $ymbol

  • 0001
  • *
  • Posts: 29
  • Karma: +0/-0
  • ...
    • View Profile

Re: Atilus

Reply #12 on: October 05, 2008, 03:52:56 am
Just make the top wider.

 It's definatley better than the Purple+Green one, by the way. :)
« Last Edit: October 05, 2008, 03:58:24 am by $ymbol »

Offline mozzy

  • 0010
  • *
  • Posts: 142
  • Karma: +0/-0
    • View Profile

Re: Atilus

Reply #13 on: October 05, 2008, 01:16:54 pm

mmk.
I want this to be perfect though so need more halp D:
And I'm fine with editing too, the best way to show what you mean imo.
The Wild thing

Offline $ymbol

  • 0001
  • *
  • Posts: 29
  • Karma: +0/-0
  • ...
    • View Profile

Re: Atilus

Reply #14 on: October 05, 2008, 02:56:34 pm
Sorry if it sounds like I want to change your view on the theme, but I think it should be more like this-


Messy edit

Offline mozzy

  • 0010
  • *
  • Posts: 142
  • Karma: +0/-0
    • View Profile

Re: Atilus

Reply #15 on: October 05, 2008, 04:08:00 pm
Love it, thanks for the idea, heres mine-

I think the arch on the right seems a little off.
The Wild thing

Offline Fatalis67

  • 0001
  • *
  • Posts: 78
  • Karma: +0/-0
  • Total newb
    • View Profile

Re: Atilus

Reply #16 on: October 05, 2008, 06:08:18 pm
I like the way this structure is going. The new coloring looks excellent. The original burned my eyes. They hurt now  :'(
In the words of Shakesphere: "Villian! I hast done thy mother!"

Offline mozzy

  • 0010
  • *
  • Posts: 142
  • Karma: +0/-0
    • View Profile

Re: Atilus

Reply #17 on: October 05, 2008, 11:06:17 pm

Minimockup, won't be able to finish this until Tuesday most likely. The blue structure doesn't belong in this area so don't worry about the clashing colors.
« Last Edit: March 22, 2009, 08:52:28 pm by mozzy »
The Wild thing

Offline tehwexxl0rz

  • 0010
  • *
  • Posts: 446
  • Karma: +0/-0
  • Swing the bat.
    • ianwexl0rz
    • https://pixeljoint.com/p/15996.htm
    • View Profile
    • Ian Wexler | Game Developer

Re: Atilus

Reply #18 on: October 06, 2008, 05:56:56 pm
This is really looking great! :y:

In the mockup, one little thing that bothers me is that the wall trim seems to jump to the foreground. The bright contrast makes it hard to determine which line is the floor at first glance.

Offline turfsurfer

  • 0001
  • *
  • Posts: 22
  • Karma: +0/-0
    • View Profile

Re: Atilus

Reply #19 on: October 12, 2008, 05:07:30 pm
I dont really have much to say critique wise, to my eyes it looks great. The two characters you have here have so much... well, character for such small sprites. Excellent work IMO.

Offline Destiny

  • 0001
  • *
  • Posts: 76
  • Karma: +0/-0
    • View Profile

Re: Atilus

Reply #20 on: October 12, 2008, 05:25:56 pm
I would suggest making the background section with the bricks a bit darker, so it contrasts more with what your character is jumping on

Offline Ryumaru

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

Re: Atilus

Reply #21 on: October 13, 2008, 01:47:34 am
Yeah you definitely have some priority issues to solve, but all the elements alone are well done and it wont take too much to prioritize everything.

Offline rabidbaboy

  • 0010
  • *
  • Posts: 318
  • Karma: +0/-0
  • Jesus Beam!
    • View Profile

Re: Atilus

Reply #22 on: October 13, 2008, 01:59:15 pm
Ryunmaru's alive


!!!


I love this, mozzy. I love you. Hold Me.
I still think the arm holding the gun is pretty stiff. But since this is already better than what I can do, and since it's easier that way, kudos.
"Baboy" is Filipino for pig.

Offline mozzy

  • 0010
  • *
  • Posts: 142
  • Karma: +0/-0
    • View Profile

Re: Atilus

Reply #23 on: October 14, 2008, 01:55:54 pm
Hopefully I fixed some of the problems. I was going for a more "ruins", before, I felt it was a little to orderly. Also thanks, I really appreciate the feedback.
« Last Edit: March 22, 2009, 08:52:51 pm by mozzy »
The Wild thing

Offline tehwexxl0rz

  • 0010
  • *
  • Posts: 446
  • Karma: +0/-0
  • Swing the bat.
    • ianwexl0rz
    • https://pixeljoint.com/p/15996.htm
    • View Profile
    • Ian Wexler | Game Developer

Re: Atilus

Reply #24 on: October 15, 2008, 01:40:33 am
Color edit for contrast:



I also cut down the color count from 56 to 47.

Offline Xion

  • 0100
  • ***
  • Posts: 1551
  • Karma: +0/-0
    • View Profile
    • FourbitFriday

Re: Atilus

Reply #25 on: October 15, 2008, 02:25:09 am
The dark red pixels on the edges of  the cape are really saturated and dark - they create a weird situation where both the saturation peaks and value bottoms out between the cape surface and bg.

Offline saimo

  • 0010
  • *
  • Posts: 164
  • Karma: +1/-0
    • R37R34M
    • View Profile
    • RETREAM

Re: Atilus

Reply #26 on: October 15, 2008, 10:37:22 am
This is just lovely. Colors are nice, the perspective of objects is very original (at least to me) and the underlying simplicity is just pleasant.
However, there are some priority issues:

 - [same-colored crosses] objects on different planes are identical - background ones should have less details and/or be colored differently to give the impression of greater distance;
 - [question mark] the contrast between the pillars and the floor is so high that they almost seem to be on different planes;
 - [question mark] on the other hand, the contrast between the floor and the background walls could use some increasing.

Looking forward to see how this progresses ;)
saimo
« Last Edit: October 15, 2008, 10:41:25 am by saimo »

Offline AlexHW

  • 0100
  • ***
  • Posts: 1037
  • Karma: +0/-0
    • View Profile
    • AlexHW

Re: Atilus

Reply #27 on: October 15, 2008, 01:36:37 pm
i think the colors are fine..
technically, the columns which are on different planes support what seems like platforms which the player can walk on.. so it wouldn't make sense to make them look like they are in the distance since that would make you think you couldnt land on them.. as they are now, it is clear that they can be landed on..

Offline mozzy

  • 0010
  • *
  • Posts: 142
  • Karma: +0/-0
    • View Profile

Re: Atilus

Reply #28 on: October 16, 2008, 12:55:12 am
Dirty photoshop edit:
\Just to show that I think I get what you guys mean. I changed the back-most columns to be smaller and less detailed to show that they're further back. I forgot to shrink the blocks above them, but know that they should be d:
I left the brightest columns as is because Atilus goes behind them, not in front though they should probably be a little more desaturated. Also made the floor lighter to contrast with the ruined wall probably a little to light.
Still need to fix Atilus' colors though.
Thanks for the C+C I really appreciate it c:
« Last Edit: March 22, 2009, 08:53:17 pm by mozzy »
The Wild thing

Offline saimo

  • 0010
  • *
  • Posts: 164
  • Karma: +1/-0
    • R37R34M
    • View Profile
    • RETREAM

Re: Atilus

Reply #29 on: October 16, 2008, 07:36:12 am
Just to show that I think I get what you guys mean. I changed the back-most columns to be smaller and less detailed to show that they're further back. I forgot to shrink the blocks above them, but know that they should be d:
I left the brightest columns as is because Atilus goes behind them, not in front though they should probably be a little more desaturated. Also made the floor lighter to contrast with the ruined wall probably a little to light.
Still need to fix Atilus' colors though.
Thanks for the C+C I really appreciate it c:
Yes, yes, yes! That's definitely the way to go! :y:
Loving it a lot more now :)

saimo

Offline PypeBros

  • 0100
  • ***
  • Posts: 1220
  • Karma: +2/-0
  • Pixel Padawan
    • PypeBros
    • View Profile
    • Bilou Homebrew's Blog.

Re: Atilus

Reply #30 on: October 16, 2008, 07:52:19 am
i definitively love the look of it. Imho, looking for another tint for the background wall would help (though maybe not as blue as it has been suggested above), and i second Xion on "dark red pixels on the edges of  the cape".

Otherwise, it sometimes looks odd to see such set of blocks that "hang" on top of pillars, defying equilibrium rules (or maybe these are going to fall on your hero's head ?) ... And i'm a bit uncomfortable with how the "edge" of the pilar and the edge of its basis happen to be on the same vertical line.. i would have them a bit away from each other though i should try to be sure.

Offline Kazuya Mochu

  • 0010
  • *
  • Posts: 436
  • Karma: +0/-0
  • ^thx Larwick
    • View Profile
    • my portfolio website

Re: Atilus

Reply #31 on: October 16, 2008, 10:34:39 am
im loving the style of this. I really falls close to what I love to see and do. but I have a few issues about it.

the character is almost blended with the background. you can hardly see him. you should think about some sort of eigther outline or some sort of higher contrast.
the columns on what I hope is the foreground plane, are a tad too big and you have too many I think. I know this is a mochup and that the final game may have loads more separation between them, but right now it looks cluttered and noisy. plus, so many of them brings up the change of an enemy hidding behind one of those columns.
I also thing they are taking attention off the character. maybe if you backlight them and had only the edges being bright.

anyway, in general I'm loving this.

keep it up!
Image size doesn't matter! It's what you do with your pixels that counts!

Offline mozzy

  • 0010
  • *
  • Posts: 142
  • Karma: +0/-0
    • View Profile

Re: Atilus

Reply #32 on: October 25, 2008, 08:31:21 pm

Sorry didn't change Atilus yet, I'm using my bro's computer and it feels wierd pixeling on another computer.
Just did a really quick sketch of how the far background should look like. Obvious wip.
Also I desperately need help with the HUD, I need it to look more interesting but I have no idea how.
« Last Edit: March 22, 2009, 08:50:49 pm by mozzy »
The Wild thing

Offline ndchristie

  • 0100
  • ***
  • Posts: 2426
  • Karma: +2/-0
    • View Profile

Re: Odeka: Mockup

Reply #33 on: October 25, 2008, 09:11:12 pm
looking great :D

mind telling us what the ud needs to show so that we can better help you?
A mistake is a mistake.
The same mistake twice is a bad habit.
The same mistake three or more times is a motif.

Offline mozzy

  • 0010
  • *
  • Posts: 142
  • Karma: +0/-0
    • View Profile

Re: Odeka: Mockup

Reply #34 on: October 25, 2008, 09:19:52 pm
Oh sure.
Top left is his health, beneath that is his level with the amount of experience he needs to get to the next level. In the middle is a quick weapon exchange thing. Since this is supposed to be an early part of the game, he only has 1 weapon. The left is a power measure bar, it measures how long he can use his special power, when its switched on, the amount begins to deplete.
The Wild thing

Offline mozzy

  • 0010
  • *
  • Posts: 142
  • Karma: +0/-0
    • View Profile

Re: Odeka: Mockup

Reply #35 on: October 26, 2008, 04:02:29 am

Closer to done. This darn HUD, ugh so ugly.
Cleaned it up, added a few enemies, and finally fixed his colors.
« Last Edit: March 22, 2009, 08:50:33 pm by mozzy »
The Wild thing

Offline skamocore

  • 0010
  • *
  • Posts: 174
  • Karma: +0/-0
    • http://pixeljoint.com/p/10442.htm
    • View Profile

Re: Odeka: Mockup

Reply #36 on: October 26, 2008, 04:38:15 am
ok...I know this has been said before...but contrast! Everything seems to get lost in the background:



Also, I played around with the HUD...Personally I think it would be better to have things line up, it just looks a bit more coherent that way, and it's a bit easier to look at. I got rid of the curly part, as it seemed a bit unneccecary. Also, it would get annoying to read once you got down to low health...and you're more likely to be checking up on your health when you're running low. I seperated the level and the exp needed, this way it's a bit easier to read. Before you mentioned that the "/602" was supposed to be your exp, I thought it was some kind of decoration...

The right bar - I made it less swooshy, if it's just a straight line, then it's easier to see exactly where the bar is up to, otherwise it's a bit ambiguous. Also I switched the way that the bar reads. I think it's nice to be consistent, this way both bars face the same way and it means you don't have to jump from reading left to right to reading right to left. Also I closed the bar off so you can tell exactly where the end of the bar is.

Offline Raytheon

  • 0001
  • *
  • Posts: 60
  • Karma: +0/-0
  • bepp bepp
    • View Profile

Re: Odeka: Mockup

Reply #37 on: October 26, 2008, 04:40:45 am
skamocore's edit's colours seem to be alot nicer, i cant stop looking at it
i am a computern

Offline rabidbaboy

  • 0010
  • *
  • Posts: 318
  • Karma: +0/-0
  • Jesus Beam!
    • View Profile

Re: Odeka: Mockup

Reply #38 on: October 26, 2008, 07:48:53 am
Hmm, I dunno, I liked the browns more than the purples.

Maybe the far backgrounds could be purple.
"Baboy" is Filipino for pig.

Offline tocky

  • 0011
  • **
  • Posts: 503
  • Karma: +0/-1
  • doublepostokrates
    • View Profile
    • my blog

Re: Odeka: Mockup

Reply #39 on: October 26, 2008, 08:14:02 am
That's an amazing edit, skamo.

Offline saimo

  • 0010
  • *
  • Posts: 164
  • Karma: +1/-0
    • R37R34M
    • View Profile
    • RETREAM

Re: Odeka: Mockup

Reply #40 on: October 26, 2008, 09:25:03 am
I think that you have too may planes there:
 1. floor and first plane of pillars
 2. characters/platforms (action)
 3. second plane of pillars
 4. first plane of walls
 5. second level of walls
 6. third plane of pillars
 7. third plane of walls
 8. hills
 9. clouds/sky

The result is a bit hard to read (also because of the contrast issue already mentioned). Parallax would help, but still such a high number of planes may be confusing without adding much to the overall beauty.
Other important factors that affect readability are:
 - the closeness of planes 3-7 (except plane 6 - read further);
 - the very subtle difference between planes 4 and 5;
 - a priority mistake: the walls on plane 7 are identical to those on plane 4 despite the distance suggested by the planes in between (especially plane 6).

Here are a few suggestions for reducing the planes:

 1. floor and first plane of pillars
 2. characters/platforms (action)
 3. first ruins plane
 4. second ruins plane
 5. hills
 6. clouds/sky

 1. floor and first plane of pillars
 2. characters/platforms (action)
 3. ruins plane
 4. hills
 5. clouds/sky

 1. floor and first plane of pillars
 2. characters/platforms (action)
 3. ruins plane
 4. hills/clouds/sky

 1. characters/platforms (action)
 2. ruins plane
 3. hills
 4. clouds/sky


 1. characters/platforms (action)
 2. ruins plane
 3. hills/clouds/sky

(my favourite is the third one)

saimo

Offline mozzy

  • 0010
  • *
  • Posts: 142
  • Karma: +0/-0
    • View Profile

Re: Odeka: Mockup

Reply #41 on: October 26, 2008, 07:22:09 pm
Took out one layer of ruined walls (number one) upped the contrast, redid the HUD based on Skamocore's edit.
I'm going to have to consider this done for now because I won't be able to work on this for a long long while. I really appreciate the crits guys, thanks (:
« Last Edit: March 22, 2009, 08:50:13 pm by mozzy »
The Wild thing

Offline michael

  • 0001
  • *
  • Posts: 27
  • Karma: +0/-0
  • ))<>((
    • View Profile

Re: Odeka: Mockup

Reply #42 on: October 26, 2008, 10:46:45 pm
thats looking really good! i definitely like the greens, i like your previous hud designs a lot more

Offline PypeBros

  • 0100
  • ***
  • Posts: 1220
  • Karma: +2/-0
  • Pixel Padawan
    • PypeBros
    • View Profile
    • Bilou Homebrew's Blog.

Re: Odeka: Mockup

Reply #43 on: October 27, 2008, 01:52:41 pm
i might need a check of my gamma correction but the monsters look to read not that easily over your background.

Offline AlexHW

  • 0100
  • ***
  • Posts: 1037
  • Karma: +0/-0
    • View Profile
    • AlexHW

Re: Odeka: Mockup

Reply #44 on: October 27, 2008, 01:56:57 pm
maybe the hud could stand out more like some greek statues or something that you might see at the tops of ancient buildings. you could have some greek statues connected to the top o fthe screen holding some glass vials which represent the health/power etc..

Offline Jad

  • 0100
  • ***
  • Posts: 1048
  • Karma: +0/-0
    • View Profile

Re: Odeka: Mockup

Reply #45 on: October 27, 2008, 02:54:48 pm
i might need a check of my gamma correction but the monsters look to read not that easily over your background.

They don't, not at the first glimpse, and not static like in this screenshot.

I do, though, think that games have a tendency to make the sprites stand out a bit too much - since they'll move anyway, the eye will have no problems recognizing them in the first hand, without need for saturated high-contrast sprites.

I mean, look at the game Mad World, has equal contrast everywhere, but when it moves you can make out everything.

But in an ideal world, yeah, maybe a bit more contrast on the enemies (:
' _ '

Offline Corinthian Baby

  • 0010
  • *
  • Posts: 223
  • Karma: +1/-0
  • Meditating Pixel Placement
    • View Profile

Re: Odeka: Mockup

Reply #46 on: October 27, 2008, 06:22:21 pm
This is great man, make more levels or hit it as a real game.

Offline Niss

  • 0001
  • *
  • Posts: 66
  • Karma: +0/-0
    • View Profile
    • darkno.de

Re: Odeka: Mockup

Reply #47 on: October 30, 2008, 10:19:38 am
First off, great work sofar. Now when you beefed up the contrast you did it for all planes. The classy way would be to reduce contrast the further away the object is. Sprites (character, enemy, objects) would be the ones with the most contrast and strongest colours to easily recognize them. I know, that is no fantastic wisdom, just thought I drop it in here since I didn't see it mentioned yet. Anyway, looking forward to your further progress on this!

Offline Kazuya Mochu

  • 0010
  • *
  • Posts: 436
  • Karma: +0/-0
  • ^thx Larwick
    • View Profile
    • my portfolio website

Re: Odeka: Mockup

Reply #48 on: October 30, 2008, 11:42:37 am
hum, its weird that the most contrasting point is the background, when that should be the least contrasting point. right now the character blends with the columns and floor and then my eyes are dragged up to the mountains and sky. you have a bright sky right next to night dark mountains. I dont see the logic in that. the mountains should acctually be pretty close to the sky's color, due to atmospheric depths. thats actually on of the most used tricks (along with paralax) to push the background away.

your eyes should be in the main character. right now all I can see is the mountains.

also, dont be afraid to dress the enemies in contrasting colors. the romans had bright cream buildings and still dressed red. and the samurai had wood houses and white walls and wore some really nice vibrante colors like purple and red

readability! think with your eyes
Image size doesn't matter! It's what you do with your pixels that counts!

yosh64

  • Guest

Re: Odeka: Mockup

Reply #49 on: November 19, 2008, 07:44:04 am
hey

Haven't read everyones posts yet.

I think the enemies need to stand out far more, and I think you should make them alot more colorful, to bring some more color to the scene.

Very nice work though, inspiring to me, so thanks.

cyas