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Offline Ryumaru

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Re: [WIP] Scroller Game Art Production | C64 colors

Reply #30 on: March 10, 2009, 04:53:50 am
Scene as in demoscene? then yes. But from what I see of those the entire logo is a piece of art itself and then must more importantly deal with focus and composition more so than being readable. Graffiti is the similar for the most part. A logo for a video game that might be on the screen for 2 seconds before the player presses the start button is a different story. I stressed the readability part of the logo because the artistic part is already well done.

Offline Mathias

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Reply #31 on: March 15, 2009, 03:17:25 am
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« Last Edit: October 10, 2011, 08:41:46 pm by Mathias »

Offline Atnas

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Re: [WIP] Scroller Game Art Production | C64 colors

Reply #32 on: March 15, 2009, 07:45:41 pm
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everything's stinkin' grey

You could try adding some warm colors to the astronaut. It would work better as a costume design because uh lol where is the light being reflected from in the cold desolate asteroid field. Or even if his design doesn't change I'm sure you could fit a red in the fire. If that fails then you could make the jet REALLY BRIGHT so the player knows where his dude is at.

demo: (non C64 colors)

Offline Chris2balls

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Re: [WIP] Scroller Game Art Production | C64 colors

Reply #33 on: March 15, 2009, 09:35:23 pm
I would use more green on the guy, maybe replace the grey by green, as well as adding red. I'd look back at Eyecraft's chart (it's very handy, in fact I used it for a C64 piece... in fact I'll say THANK YOU! Eyecraft for such a constructive sheet)
Anyway, this is turning out well :)
« Last Edit: March 15, 2009, 09:38:04 pm by Chris2balls »
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Offline Mathias

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Reply #34 on: March 16, 2009, 01:32:38 am
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« Last Edit: October 10, 2011, 08:41:56 pm by Mathias »

Offline skw

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Re: [WIP] Scroller Game Art Production | C64 colors

Reply #35 on: March 16, 2009, 10:42:00 am
Whoah!  Good to see you didn't give up this one, it's coming along pretty nicely!  I like the new HUD, these Japanese marks make it feel even more oldschool!  You could utilize them, though -- maybe make some power-ups, four types of them, and if the player gathers them all you're rewarded with an 1UP.  The marks (e.g. glowing) would then signalize how many you have right now.
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Offline Mathias

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Reply #36 on: March 29, 2009, 11:59:04 am
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« Last Edit: October 10, 2011, 08:42:05 pm by Mathias »

Offline Mathias

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Reply #37 on: April 30, 2009, 05:56:14 pm
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« Last Edit: October 10, 2011, 08:42:13 pm by Mathias »

Offline Chris2balls

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Re: [WIP] Scroller Game Art Production | C64 colors

Reply #38 on: April 30, 2009, 06:42:40 pm
Looking good. Are you going to keep this single pixel or do you intend to remake it widepixel?
I had problems working out the scene, and had problems identifying the turquoise/green stuff as thrust, and that he wasn't hovering for example. Try and convey speed more through perspective or blur. I think the thunder should be more geometric and thinner (it looks like an explosion).
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Offline Mathias

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Reply #39 on: April 30, 2009, 08:07:52 pm
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« Last Edit: October 10, 2011, 08:42:24 pm by Mathias »