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Posted: Wed Jul 16, 2014 7:38 am
by Gizmog
Devian Tart is a gay porn-star and he successfully sued "that website for Sonic and Furry slime" for defamation/copyright infringement. He's a super talented guy, I think it was a good move for him.
Posted: Wed Jul 16, 2014 11:01 am
by Sparoku
Gizmog wrote:Devian Tart is a slimetastic porn-star and he successfully sued "that website for Sonic and Furry slime" for defamation/copyright infringement. He's a super talented guy, I think it was a good move for him.
Hahahahaha! Well said! XD
Posted: Thu Jul 17, 2014 9:40 pm
by sheamkennedy
Here's a little taste of what I've got made for my battle backdrop. Suggestions?
Also check out my site, I've done a lot of revamping and now a bunch of the links and pages actually work properly:
http://studio--momo.blogspot.ca/
Posted: Fri Jul 18, 2014 12:33 am
by Foxley
Holy crap, that battle backdrop. The foreground silhouette of the machinery is blowing my mind right now.
Posted: Fri Jul 18, 2014 5:54 am
by sheamkennedy
Foxley wrote:Holy crap, that battle backdrop. The foreground silhouette of the machinery is blowing my mind right now.
Thanks, glad you like it. It's definitely a mix between inspirations from Yoshitaka Amano, and Hayao Miyazaki's Castle in the Sky.
It was actually pretty easy to do since it's only two colours. Just piece together some circles, triangles, and rectangles of different sizes. Then take a lighter colour and outline some of them, draw some rectangles on the circular parts, trace out where you imagine the lines to drift off to, draw in mechanical bits like: pipes, nuts & bolts, and vents, and don't over clutter it with detail (less is more, especially since it is meant to be a simple foreground image.)
I drew most of it as large enemy sprites so the foreground machinery could overlay the attack animations and such. I had to of course do some of it as part of the backdrop since the enemies cannot be place flush with the bottom screen edge.
Posted: Fri Jul 18, 2014 7:05 am
by Foxley
That's part of why it's blowing my mind, it's so simple but has a really great spatial effect on the scenery.
Posted: Fri Jul 18, 2014 2:46 pm
by sheamkennedy
Also another trick to creating space for those whom want to do something of their own, is to make the foreground as a dark-shade, the midground as a medium-shade, and the background as a light-shade. This is because in most natural situations when you view scenery, the further something is from you, the lighter it appears on the landscape.
I hope to do all my battle screens similar to this. Perhaps in some parts of the game I will animate the foreground too.
I've got a lot of good plans for foreground imagery like: pillars, bushes, smoke, rubble,... the possibilities are endless. I even considered that someone may be able to create a cheering crowd in the foreground such that it looks like you're in a colosseum or something...
Posted: Sat Jul 19, 2014 1:34 am
by Sparoku
Looks great!

Posted: Sat Jul 19, 2014 4:39 am
by Taco Bot
Okay. Here's some random sprites that I dug up. I know they don't come at all close to most of the stuff displayed here, but I'm posting them anyways.
I still can't figure this one out, but his name is Sklitherskloth:
For these I was going for a kind of a minimalism feel. They are all 16x16:

Posted: Sat Jul 19, 2014 2:18 pm
by sheamkennedy
The minimal ones look great! You should do a game like that!
Posted: Sun Jul 20, 2014 3:17 am
by Taco Bot
sheamkennedy wrote:The minimal ones look great! You should do a game like that!
Thanks! I already am, actually. It's a platformer shooter called Cosmonaut. If you want to check it out, I'm releasing the demo. It's already on Game Jolt and it's about to be here.
Posted: Wed Jul 30, 2014 2:30 am
by Foxley
A sprite set and a large (medium enemy 50x50) plot related NPC I've been working on lately.
I did magnify them by 3x and 4x respectively. I think I'm gradually getting the hang of spriting again, it's just been pretty slow to start out.
Posted: Wed Jul 30, 2014 4:36 am
by Meowskivich
King K. Rool in his early days.
Posted: Wed Jul 30, 2014 5:24 am
by TMC
Nice sprites! I think I'll refer back to those as examples of effective shading style. When I try to shade something I usually get carried away.
Posted: Wed Jul 30, 2014 5:36 am
by Foxley
TMC wrote:Nice sprites! I think I'll refer back to those as examples of effective shading style. When I try to shade something I usually get carried away.
Thanks! A couple things I'm trying out is using 3-5 shades for large surface area colors (the dragon king is mostly green; has 5 shades of green accordingly) and only 2 for smaller details, and also mixing up palette ramps. The dog soldier's chain mail's darkest shade is actually a very dark desaturated brown-ish, then the lighter shades are from the usual gray ramp.