AuthorTopic: Gates of Dimensions  (Read 8847 times)

Offline Batzy

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Gates of Dimensions

on: January 17, 2009, 11:08:07 pm
Hello Pixelation  :)

I've started today to make a new sidescrolling game here's what i've got so far:





i'll be using my own palette:



Currently i just don't know how to make the ground beter so i'd be glad to get some c&c  :)

Items:

Health ->
« Last Edit: February 13, 2009, 09:05:26 pm by Batlorder »

Offline Batzy

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Re: Game Mockup [W.I.P]

Reply #1 on: January 20, 2009, 01:47:55 pm
Added "health" item animation to first post and edited the main character and some other stuff. Btw. i forgot to say before that the tile size is 32, 32 px. Also some help with the rocks would still be nice  ;)

Offline Mathias

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Re: Game Mockup [W.I.P]

Reply #2 on: January 20, 2009, 03:06:41 pm
Is this just a practice mockup or will this thing really be coded?

Where did the palette come from?

Is the drainage pipe creating that whole waterfall?

The sky is distracting to me - odd color, too light, the skyline/horizon against sky creates too much contrast.

Are you following NES display restrictions or something? Your ground tiles, especially the dirt could perhaps use some enrichment, like a highlight color and/or some AA.

The user character seems rather generic, lacking individuality. All that metallic armor, I'd like to see him walk that tight-rope. Also, his grey form gets lost against that grey background.

I hope those points help you think more into your design.

Offline ndchristie

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Re: Game Mockup [W.I.P]

Reply #3 on: January 20, 2009, 06:12:47 pm
the update on the character is not for the better - the simple finish that he has in the first frame is cheap, but at least it reads well.  the new one on the other hand is just noisy and unintelligible texturing which i highly recommend reconsidering.
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Offline Batzy

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Re: Game Mockup [W.I.P]

Reply #4 on: January 21, 2009, 12:29:56 pm
Is this just a practice mockup or will this thing really be coded?
Don't know yet how it will end up  :)
Where did the palette come from?
Oh crap... i've must be tired or something when i wrote the first post so it's just some nes palette what i copied from somewhere.
Is the drainage pipe creating that whole waterfall?
Jeah it's supposed to. But of course it's far a way
The sky is distracting to me - odd color, too light, the skyline/horizon against sky creates too much contrast.
I haven't worked with the sky and with the health and ammo bar yet  :durr:
Are you following NES display restrictions or something? Your ground tiles, especially the dirt could perhaps use some enrichment, like a highlight color and/or some AA.
No. But the AA with the dirt sounds cool  8)
The user character seems rather generic, lacking individuality. All that metallic armor, I'd like to see him walk that tight-rope. Also, his grey form gets lost against that grey background.
I think i'll redo the character and change the idle perspective to sideview like in Blackthorne http://www.abandonia.com/files/games/56/Blackthorne_1.png (must say that blackthorne is the best snes game ever  ;D)
I hope those points help you think more into your design.
Definitely
the update on the character is not for the better - the simple finish that he has in the first frame is cheap, but at least it reads well.  the new one on the other hand is just noisy and unintelligible texturing which i highly recommend reconsidering.
I think your right with that i'll try to remove those noisy things and change the perspective  :)

Offline Ai

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Re: Game Mockup [W.I.P]

Reply #5 on: January 22, 2009, 03:43:55 am
Is the drainage pipe creating that whole waterfall?
Jeah it's supposed to. But of course it's far a way
Actually it would be far away if you'd used the appropriate visual cues. Currently it's quite close.
An edit to demonstrate:



As for the ground, the grass could do with a little more definition, perhaps some trim; here's an example edit:


The dirt -- do you have the option of a more muted highlight color? if the bright color were less bright, the dirt tiles would work pretty well.
« Last Edit: January 22, 2009, 07:16:47 am by Ai »
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Offline CrazyMLC

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Re: Game Mockup [W.I.P]

Reply #6 on: January 22, 2009, 07:01:13 am
My opinion:
It looks great.
But, the character blends into the background, so its kind of hard to focus on him. Make him more colorful.
Its looks like your trying too hard on the hero dude, at least compared to everything else. Keep it simple stupid.

Offline Batzy

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Re: Game Mockup [W.I.P]

Reply #7 on: January 23, 2009, 01:46:00 pm
Is the drainage pipe creating that whole waterfall?
Jeah it's supposed to. But of course it's far a way
Actually it would be far away if you'd used the appropriate visual cues. Currently it's quite close.
An edit to demonstrate:



As for the ground, the grass could do with a little more definition, perhaps some trim; here's an example edit:


The dirt -- do you have the option of a more muted highlight color? if the bright color were less bright, the dirt tiles would work pretty well.


thanks for the edit i'll be working on the grass.

I've been working with the guy and made an introduction statue meanwhile (any critique on it  ???)

Offline Batzy

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Re: Game Mockup [W.I.P]

Reply #8 on: January 28, 2009, 04:39:29 pm
finally i got some time to do this so here's the main character  >:(
 
i used that black thorne screenshot as for reference but anyway i hope it's ready to animate  :)

Offline Batzy

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Re: Game Mockup [W.I.P]

Reply #9 on: February 01, 2009, 07:10:31 pm
Huh  ??? anyone hasn't given any c&c  :-\
But anyway made the hero/maincharacter front view  :hehe:

also made a walking cycle:

I'm not good with animations so i may need much help and c&c with little things  ;D

Here's a little list of animations i must do:
1. walking
2. running
3. climbing
4. jump
5. jump (while running)
6. kick/hit

those are the basic moves so there will be shooting animations

Offline Andre

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Re: Game Mockup [W.I.P]

Reply #10 on: February 01, 2009, 07:40:28 pm
remember to lift and plant your feet in the walking animation ;)

Offline Batzy

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Re: Game Mockup [W.I.P]

Reply #11 on: February 01, 2009, 07:46:47 pm
remember to lift and plant your feet in the walking animation ;)

oh... i've must be tired or something  :) now when i look the anim it looks like moowalking  ;D gotta raise the legs more thought

Offline Batzy

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Re: Gates of Dimensions

Reply #12 on: February 13, 2009, 09:26:18 pm
I've been working with this and made my own palette, cause i wasn't happy with nes palette colors  :). I may still add some colors to this current palette:
 .

And here's the status of the current mockup:
I will add some more trees so don't worry about the background  :). (haven't worked much on it yet)

Also notice that i've changed the topic/game name to Gates of Dimensions  :) you people of pixelation can give some better name ideas  ;D


Later when i've done with the animations i could make an game simulation (maybe) out of this now and post it out here what do you say  :)

But back to the topic i need much help with that tree so C&C is very welcome  :D oh... and btw. that's mine first tree ever done thought  ;D

Offline JonathanOfDrain

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Re: Gates of Dimensions

Reply #13 on: February 13, 2009, 10:12:44 pm
If you're going to make your own palette you should really try to have the colors work well together.
Mine <-> yours

I desaturated a lot of things. almost all your colors were at full chroma. You need to take that edge off of most of the colors. I didn't add any new colors, just played with yours.
One thing you might want to keep in mind with your use of color is, in video games at least, color is representative of things. I don't just mean red is angry and yellow is happy, I mean BRIGHT/VIBRANT colors are noticed before dull ones. It's just how our brains work. I personally try to keep path ways BRIGHT/VIBRANT relative to the rest of the game. That's a rule of thumb I like to use from what I've seen in many video games.
Dark or Dull colors aren't noticed as soon the bright ones. That's why in a lot of video games you'll notice the backgrounds aren't as bright or vibrant. They're usually grayed out a bit or darker. Also thanks to atmospheric perspective details get lost in "fog".

I think you should look at a few more trees. In my experience there are few trees I'm taller than or close to height in. Most branches capable of holding my weight (120 lbs) are within jumping reach. Sorry I made a lollipop tree.
Hope you can find somethings you like in that edit. If not then you should ask a few more questions.

Offline surt

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Re: Gates of Dimensions

Reply #14 on: February 13, 2009, 11:00:39 pm
I really don't think the oblique projection 3D effect on the HUD works at all, just looks cheesy.

Thick lawn growing up a vertical cliff face?

Offline Batzy

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Re: Gates of Dimensions

Reply #15 on: February 14, 2009, 09:00:27 pm
Wow ;D never thought someone would make an edit so thanks JonathanOfDrain, and surt i think i'll redo the whole HUD again :lol:
Today i made completely new tree trunk and think it's way better even now  :)

Still it would be nice to get some more C&C  :) (Darn... i hate making these trees don't you?)

Offline JonathanOfDrain

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Re: Gates of Dimensions

Reply #16 on: February 15, 2009, 12:46:12 am
You should really change those colors. Remember, trees aren't actually brown. Not that brown at least. They're really more of a greyish color. I think you should concentrate more on the colors than the trees. Trees are only a part of the game and the colors are everywhere.

Offline aregon810

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Re: Gates of Dimensions

Reply #17 on: February 15, 2009, 09:34:23 am
the tree should be a litle bit smaller and at the end turn in a little bigger
like



i suggested you also some colours witch i also used some time ago while i was bussy with a tree
try experiment with it.



this topic might help you while buzzy on the tree.
http://www.wayofthepixel.net/pixelation/index.php?topic=7383.0
^some realy good crits there