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Yoman987
Joined: Fri Apr 04, 2008 12:06 am Posts: 196 Location: In front of keyboard, staring at monitor. (WA, Oz)
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Re: Art Dump
Yes they do walk up slopes, and I code in Game Maker 8.1 Pro.
Thanks for the critique I suppose Geti. I was aiming for light sources a bit, but moreover I just didn't want sprites made of 4 shades of 2 colours. Does it really look that blurry?
FYI the red 'plant' is a glowworm, the blue thing is a porcupine-dog, the purple thing is a bird and the brown/blue thing is a humanoid.
I also didn't mention that it will be displayed at at least 2x that size, which is GBA resolution.
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Sun Sep 18, 2011 11:30 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Art Dump
Quoting the image for context: Yoman987 wrote: Yes they do walk up slopes, and I code in Game Maker 8.1 Pro. Thanks for the critique I suppose Geti. I was aiming for light sources a bit, but moreover I just didn't want sprites made of 4 shades of 2 colours. Does it really look that blurry? FYI the red 'plant' is a glowworm, the blue thing is a porcupine-dog, the purple thing is a bird and the brown/blue thing is a humanoid. I also didn't mention that it will be displayed at at least 2x that size, which is GBA resolution. Cool, looks like it'll have some sort of exploratory element, though I can't tell much from 1 shot Thing with light sources is that they seem to be front lit or unlit, with a few elements of top-down lighting thrown in (darker outlines at the bottom etc) and almost like they could be 1 colour and just jpeged. The detail on them really doesn't read well, you seem to have more noise than articulated clusters, and very low contrast ramps on all of them. I read (past tense) the sprites left to right as: flower/bean (though I can see that it's just the worm having an unfortunate connection to the grass) blue person in brown clothes/armour green lizard-dog purple bat or bird Honestly it's just your cluster and colour usage which clashes with the approach I'd take. Misc criticism: Foreground/background contrast could be better, though it's clear where the terrain is now regardless. Foreground could transition to black a little less starkly, you have detail coming into the play area, why not outside of it? Colour coded is nice, it's clear that each thing will probably behave differently. I viewed it at x2 pixels, then looked harder at x5. I hope I'm not coming off as harsh, I just think it could be a learning oppurtunity. Read the pixelation thread above if you get time, it has a lot of excellent musing about clusters and some good example images.
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Sun Sep 18, 2011 11:52 am |
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Emogotsaone
Joined: Mon Mar 07, 2011 2:18 am Posts: 717
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Re: Art Dump
This is actually really cool if you have a 1366 by 768 computer. (With Windows 7) DownloadHere's what it looks like if you do Edit: Aaaugh! The image quality is being messed up through PhotoBucket. Added download links.
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Mon Sep 19, 2011 12:37 am |
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alphagamer774
Joined: Wed Feb 10, 2010 4:06 am Posts: 1294 Location: Comox, BC, Canada
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Re: Art Dump
Twenty minutes of sketching. Low quality Jpeg decreased by FB upload. It's actually quite hi-rez.
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Mon Sep 19, 2011 2:16 am |
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Urch
Joined: Mon Sep 28, 2009 2:15 am Posts: 720 Location: A fucking desert.
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Re: Art Dump
these are the sprites i'm be using for my mod that i making. could use a few criticisms.
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Mon Sep 19, 2011 2:24 am |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: Art Dump
The turret looks like it will be actor-controlled, rather than unmanned and automatic.
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Mon Sep 19, 2011 2:35 am |
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Miggles
Data Realms Elite
Joined: Mon Jul 12, 2010 5:39 am Posts: 4558
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Re: Art Dump
Yeah, make it actor controlled!
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Mon Sep 19, 2011 3:44 am |
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Urch
Joined: Mon Sep 28, 2009 2:15 am Posts: 720 Location: A fucking desert.
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Re: Art Dump
that was actually the original plan, but i'm not sure if i'll go through with it or not!
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Mon Sep 19, 2011 4:02 am |
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Kettenkrad
Joined: Mon Oct 25, 2010 5:51 am Posts: 1198 Location: Sydney
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Re: Art Dump
Miggles wrote: Yeah, make it actor controlled! Yeah, do it! So that I can steal your script and use it for my space Nazis.
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Mon Sep 19, 2011 6:55 am |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: Art Dump
Kettenkrad, I AM your sandwich.
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Mon Sep 19, 2011 7:05 am |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Art Dump
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Mon Sep 19, 2011 3:40 pm |
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Yoman987
Joined: Fri Apr 04, 2008 12:06 am Posts: 196 Location: In front of keyboard, staring at monitor. (WA, Oz)
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Re: Art Dump
Already on the way of cleaning up my sprites! Actors will be 'unnoised', grass will transition down better, stalactites will become darker and cave background will have more contrasting tones. Harsh? Not at all. If you toned it down I wouldn't know what to fix. Tell me everything you hate about it - I can take it.
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Mon Sep 19, 2011 4:41 pm |
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Mackerel
Joined: Thu May 05, 2011 1:30 am Posts: 2876 Location: Rent free in your head. Vacation in your ass.
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Re: Art Dump
Been doing some sprite work. Gonna put out a request for a pandora's box if anyone's up to it. Of course, when I make this POS better.
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Tue Sep 20, 2011 4:09 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Art Dump
Yoman987 wrote: Harsh? Not at all. If you toned it down I wouldn't know what to fix. Tell me everything you hate about it - I can take it. This is a good attitude. I'll wait for the next iteration to give more criticism but it sounds like you're well on the way to some hot spriting action.
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Tue Sep 20, 2011 6:25 am |
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Kettenkrad
Joined: Mon Oct 25, 2010 5:51 am Posts: 1198 Location: Sydney
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Re: Art Dump
Enough scope?
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Tue Sep 20, 2011 7:41 am |
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