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Posted: Sat Jan 31, 2015 4:22 pm
by Matokage
Something that i'm working on

Posted: Sat Jan 31, 2015 5:50 pm
by Froginator
@Matokage looks like some computers from around 1810

Posted: Sat Jan 31, 2015 8:29 pm
by yoelleoy
@Matoke are the heads of some of the soldiers supposed to be all covered in black or have you not done that part yet?
Posted: Sat Jan 31, 2015 9:52 pm
by yoelleoy
I have been working on the walkabouts for my main character......
After looking at the other ones in this thread I am not sure if it is good or not

Posted: Sat Jan 31, 2015 10:17 pm
by Urkelbot666
No worries, As you work on your game and get down the style that you want, you'll probably get better at designing sprites that you like. Nothing wrong with using temporary graphics and replacing them later

Posted: Sat Jan 31, 2015 10:52 pm
by Taco Bot
yoelleoy wrote:I have been working on the walkabouts for my main character......
After looking at the other ones in this thread I am not sure if it is good or not

There really isn't good or bad sprites. Just put some time and effort into them, and they'll be as good as you can make them!
Posted: Sun Feb 01, 2015 9:43 pm
by Matokage
yoelleoy wrote:@Matoke are the heads of some of the soldiers supposed to be all covered in black or have you not done that part yet?
Yes it´s all black, it´s suposed to be a uchanka

Posted: Tue Feb 03, 2015 8:58 am
by Foxley
Finally, better roof tiles. It took a lot of awkward halfarsed math to pull this off. And a lot of mark/clone and scrolling.

Posted: Tue Feb 03, 2015 9:11 am
by BMR
I'd say that the angling of the tiles looks fine, I think the math mostly works. I would, however, suggest adding a bit of shading. Right now, it looks a bit flat, and somewhat strange because all the tiles look the same apart from their orientation.
I did a quick mock-up to show you what I mean:
I'm not entirely sure where your light-source is, so the shading is prolly incorrect in this example. It's mostly to show what I was talking about with differences in coloring though. I haven't added any new colors to the blue tiles, they all still use the same 5 colors as the original, but there's a bit more depth to them now, I believe.
Posted: Tue Feb 03, 2015 9:18 am
by Foxley
Awesome, thanks for that example, that's something I can totally work off of later on. I was planning on doing something like that down the road, but I might end up just doing that tomorrow really quick now that I have some inspiration. Thanks again.
EDIT:
Here we go

Posted: Wed Feb 04, 2015 4:26 am
by Urkelbot666
Hello all! These images aren't for a game I'm making, but I'm using Custom as a graphics program. I'm working on some image mock-ups to accompany a story I'm planning to do a reading of. The story features a fictional SNES game containing 6 minigames. The first is described as:
"In this game, you control a young dinosaur and guide it through a maze in an isometric view. Food is scattered across the maze, and you complete a level by eating all of it before hitting the time limit. To get through the maze, you have to navigate through obstacles and hazards such as hostile creatures, pits, jets of flame, one-way doors, and deep water. The graphical style is very "cute," reminiscent of Bubble Bobble or the Kirby series."
So here is my interpretation, I know they aren't SNES quality 16 bit, but I'm using the fact that the game in the story was independently released as a tool to cover my lack of pixel art experience

I haven't done any icons, or HUD type stuff yet...
I'd love any thoughts or advice you guys might have, I've seen a lot of Great graphics around here, and in OHR games!
Over the next days or weeks, I'll probably post test images for the remaining 5 mini-games for more tips. Thanks!
Posted: Wed Feb 04, 2015 5:47 am
by Foxley
Oh my god that is so cute. I love the derposaurus thing chasing food.
I really like the color usage and details around that pit in the first and second images. I think that if you made the rest of the background graphics more consistent with that stylistically, you'd have a winner.
I'd also recommend using more of a staggered palette color ramp for the dino, like instead of going exactly one shade up for every color in the palette, go up two so you're using every other shade. Not a hard and fast rule, but I find it makes things less pillowy/fuzzy. (Then again I do actually have a soft spot for the gradient-tastic look, it makes me think of how OHR games looked in the late 90s)
Posted: Wed Feb 04, 2015 1:53 pm
by BMR
So, inspired by Valigarmander, I decided to go back and do some re-pixeling as well.
This one is from around June 2012, if my file's timestamps are correct.
Some weird drider dude with spider mandibles. No idea what the crap I was thinking with the mandibles.
This is the drider I made today.
Gone are the mandibles, and drider dude became drider woman. Also fixed the weapon to actually make some semblance of sense, heh.
Posted: Thu Feb 05, 2015 4:16 am
by kylekrack
@Foxley: Those rooftops are great. The shading made it even better, but even without, I was impressed with the multiple levels of steepness. It's that kind of minor detail that makes a game look that much better, and one that I think a lot of people neglect to tend to.
@BMR: Definitely an improvement if you ask me. You have a really distinct style, I noticed it during the random animal combo contest. It always made me quite envious, over how professional it looks. This also reminds me a lot of Fire Emblem for the GBA, for some reason.
Posted: Thu Feb 05, 2015 6:44 am
by Foxley
I've updated my game's main character's base sprite, because even though the previous color scheme more or less worked, I really didn't like it. It's been painstaking and a lot of trial and error and frustration but I quite like the results and feel that I learned a lot from it.
Here's the before and after:
Few different candidates for pants/leggings coloration. Still unsure which I'll be going for, probably the third one though.
kylekrack wrote:@Foxley: Those rooftops are great. The shading made it even better, but even without, I was impressed with the multiple levels of steepness. It's that kind of minor detail that makes a game look that much better, and one that I think a lot of people neglect to tend to.
Thank you, I got the idea of just transposing every column up by 1, then 2, etc. based on a regular horizontal tile (which is the flat part of the roof). So I basically used one tile to make a bunch of angled tiles by using mark+copy in a really tedious handmade process.