How did you learn?

Make games! Discuss those games here.

Moderators: Bob the Hamster, marionline, SDHawk

User avatar
Master K
King Slime
Posts: 1899
Joined: Sat Jun 11, 2011 9:40 pm
Location: A windswept rock in the Atlantic Ocean

How did you learn?

Post by Master K »

The question I pose, as a newbie, how did all of you people learn to make your graphics, and how good do you feel you are? This thread can relate to anything graphical.

I'll start the discussion. I am nearly awful at making graphics, but I can get by. I am working on a game...its an idea I have had in my head for awhile. I sometimes quit games just because I hate my graphics. My grass has improved a bit, but other than that...im generally meh. >:(

Walkabouts and hero graphics are worse for me. I tryed to look off VoM, but it isn't working. I don't know where templates for them are, either (Although it was brought up by the community)

So, discuss!
User avatar
Mogri
Super Slime
Posts: 4598
Joined: Mon Oct 15, 2007 6:38 pm
Location: Austin, TX
Contact:

Post by Mogri »

Start simple.

Some people might be born with that sort of talent. I don't know. For me, it's been a slow process over many years. You won't bust out VoM-style graphics on your first try; just go with what you know and improve your technique little by little.
Alk
Red Slime
Posts: 40
Joined: Fri Apr 22, 2011 6:40 pm

Post by Alk »

I've been playing RPGS since I was about 3 or 4 years old. I have always drawn. I started out by saying I want my game to look like Final Fantasy 4. Then observing the symmetry and the way things are detailed. Shading is extremely important just shading things makes just about everything look better.

I feel I am pretty good at pixel art although I have the habit of dark colors and black outlines but I personally like it at least for characters. 10 years since I started using this and I want my game to look as good as Final Fantasy 6 maybe i'll get there someday.

Console games these days are terrible imo. I wish they would go back to the SNES and early PS Rpgs. That is kind of what drives me, everything about those games was amazing in every aspect. It is sad to see the state of games nowadays.
User avatar
Baconlabs
Liquid Metal Slime
Posts: 1067
Joined: Mon Nov 02, 2009 6:29 am
Location: Middlin, TN

Post by Baconlabs »

Re: Walkabout templates
On this specific issue, I started with my own style from the CUSTOM graphic editor, and it was terrible and ugly. Next I ripped some walkabouts from Final Fantasy IV, and they looked awesome, but I have a bit of a beef with the practice of graphic and musical rips. After that, I tried my own style again, trying to imitate the old Final Fantasy sprites at the same time. Lately I've also been imitating the style of Fire Emblem's walkabouts, especially when it comes to animation.
I'd love to post some before and after pics, but I don't have any record of my oldest game projects. So I'll jump immediately to the results, which I'm content with. With one exception, I'm going to use fewer shades per color. You only really need two, a light and a dark, unless that color is depicting something shiny or important.
ImageImage
Anyway, to answer your question, it's been a learn-as-I-go process. Practice makes perfect and all that. I've read several tutorials and guides, but none of them made a huge impact on how I did things. Don't get the wrong idea, tutorials are great and you can always stand to learn something, but just reading one, no matter how well it was made, is not going to transform you into a good pixel artist.

So... experience. Get some experience. Make some sprites. Jump into things and get going. We'll throw peanuts at you when you screw up, but those peanuts might have little paper fortunes inside to help you along.
User avatar
Twinconclusive
Liquid Metal Slime
Posts: 976
Joined: Mon Oct 15, 2007 6:45 pm
Location: Tabletop

Post by Twinconclusive »

First you have to learn what you like,
then you just improvise.

[edit] Also, take a look at the ancient OHR games and you'll find that they look terrible by today's standards.
But we're okay with that, so don't be afraid to release a game or two as you're practicing your stuff.
Last edited by Twinconclusive on Sun Jun 12, 2011 1:13 pm, edited 1 time in total.
♪♪♪ Du du duuuu ♪♪♪
User avatar
Master K
King Slime
Posts: 1899
Joined: Sat Jun 11, 2011 9:40 pm
Location: A windswept rock in the Atlantic Ocean

Post by Master K »

Hmm...interesting. I figured people just learned how they went. I draw on paper as well, and I am decent at that. It's a bit difficult to transfer that decent drawing ability to decent computer ability. Then again, I could make a whole game in simply black, white and shades of grey. Thats how my drawings usually are.
User avatar
Spoonweaver
Liquid Metal King Slime
Posts: 6247
Joined: Mon Dec 08, 2008 7:07 am
Location: Home
Contact:

Post by Spoonweaver »

Learn by doing!
Start small, do something you think is easy.
Keep reference materials handy.
Remember that not is impossible and that you can do anything.
User avatar
Willy Elektrix
Liquid Metal Slime
Posts: 910
Joined: Sun Aug 15, 2010 11:30 pm

Post by Willy Elektrix »

Here's some very practical advice from someone else who is lousy at graphics. Keep them as simple as possible. Instead of looking at 16 bit games for examples, look at 8 bit games, or even 4 bit Atari 2600 games for something more rudimentary.

Also, adopt a consistent but basic style. Recently I've been drawing graphics in monochrome. This make graphics faster, but also helps me overcome my shortcomings since there is a very finite amount of detail you can add with only 1 or 2 colors.

Here's some examples of the simplified style I used on my previous game: http://www.slimesalad.com/forum/viewgame.php?t=4023

You might also look at Star Quest (reviewed in this issue of HamsterSpeak): http://superwalrusland.com/ohr/issue47/index.html
Last edited by Willy Elektrix on Sun Jun 12, 2011 6:45 pm, edited 1 time in total.
User avatar
Voltire
Slime Knight
Posts: 285
Joined: Thu Nov 25, 2010 3:48 am
Location: Santa Barbara, CA

Post by Voltire »

I agree with learning as you go. Don't try to copy people's style if you can help it; try to make your own.

I have improved a lot sense I first started pixel art. I'll post some before and after pics when I get home if I have time. I'm not saying I'm the best or amazing. None of us really are. Just keep practicing like everyone suggests.
User avatar
Nathan Karr
Liquid Metal Slime
Posts: 1215
Joined: Fri Jan 25, 2008 3:51 am
Contact:

Post by Nathan Karr »

I started by copying, pixel for pixel, the graphics from Legend of Zelda: Link's Awakening, Pokemon Yellow, and Dragon Warrior I & II for the Game Boy. This was back in 2000; I'd been playing with Paint for years, but ripping those sprites, editing them, and making mock-up screenshots was the first time I'd made anything that looked like it could be in a game.

Since I've gone through three computers since then, I don't have any examples of my old sprite edits, but my original graphics in Wolf's Quest were pretty much the same, maybe a pixel or two taller. (And I made those almost five years later.)

I've found that, personally, I like working with as few colors as possible. I think I was actually most comfortable with four colors per sprite, but dropped to three when I started going for the 8-bit contests.

I've never been into shading, mostly putting bright spots on things that are shiny and stopping there. Usually, when I see a side-by-side comparison of a flatly colored image and a shaded version of the same, I prefer the flat one.
Remeber: God made you special and he loves you very much. Bye!
User avatar
Master K
King Slime
Posts: 1899
Joined: Sat Jun 11, 2011 9:40 pm
Location: A windswept rock in the Atlantic Ocean

Post by Master K »

Cool! Its awesome to know i'm not alone when it comes to making...'meh' graphics, and that you all improved. I am actually going ahead and making a game in black and white, with shades of grey.

Also, Willy, I played your game and finished it, and even made a review for it. Its was wicked. :)
Last edited by Master K on Mon Jun 13, 2011 3:35 am, edited 1 time in total.
User avatar
Mewmew
Red Slime
Posts: 47
Joined: Thu May 05, 2011 5:19 am
Contact:

Post by Mewmew »

I feel that my graphics are sub-par at best... I did a lot of pixel art using Oekaki BBS a while back, (until my friends got me to convert to Paint BBS brush tool) So I got a little bit of experience drawing pixel graphics because of it. XD I can't wait to see what you have planned!

Greyscale games bring back a lot of nostalgia for me ♥
ImageImage Arien and Fran HD Sprites
User avatar
Shizuma
Slime Knight
Posts: 257
Joined: Mon Mar 10, 2008 11:11 am
Location: Toronto, ON

Post by Shizuma »

I drew and I kept drawing and I never gave up. I wanted to be good and the aim was always to do good. There was no trick, it wasn't fast. I just experimenting and increasing my understanding through multiple observations.
User avatar
Willy Elektrix
Liquid Metal Slime
Posts: 910
Joined: Sun Aug 15, 2010 11:30 pm

Post by Willy Elektrix »

Master K wrote:Cool! Its awesome to know i'm not alone when it comes to making...'meh' graphics, and that you all improved. I am actually going ahead and making a game in black and white, with shades of grey.

Also, Willy, I played your game and finished it, and even made a review for it. Its was wicked. :)
Thanks for playing! Thank you further for bothering to finish it and your kind review!

Working in black and white is satisfying. I hope you enjoy it. What I found to be very challenging was deciding on the colors for interface. It's difficult to assign all the interface text and background colors as only black or white and still have a consistently. This might even be impossible if you have a battle screen. Using a shade of gray might make things easier for you in this regard.
User avatar
Voltire
Slime Knight
Posts: 285
Joined: Thu Nov 25, 2010 3:48 am
Location: Santa Barbara, CA

Post by Voltire »

Master K wrote:I am actually going ahead and making a game in black and white, with shades of grey.
You reminded me of this.

Image
Post Reply