Show off your graphics!
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- Mammothstuds
- Red Slime
- Posts: 97
- Joined: Sun Mar 22, 2015 8:02 pm
I'm actually impressed with how decent that looks, given that the cliff tiles are so simple. What will be a big factor in what the player thinks of those tiles is whether the same tiles are used everywhere or whether there's plenty of variety in the game. (I believe quantity is more important than quality.)
Last edited by TMC on Wed Mar 16, 2016 1:04 am, edited 1 time in total.
- Feenicks
- Metal Slime
- Posts: 648
- Joined: Tue Aug 10, 2010 9:23 pm
- Location: ON THE AIR IN THE AIR
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Mammoth: Going to have to agree that in spite of those tiles being really simple, they actually work rather well. Also going to have to agree that having a lot of variety in your tiles is vital if you're going with that style, though.
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On my end, I've started drawing out all my backdrops for my HotOHR game. Going to try and have one for each area [10 in all] done by the end of the week.
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On my end, I've started drawing out all my backdrops for my HotOHR game. Going to try and have one for each area [10 in all] done by the end of the week.
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- starcave1.png (23.78 KiB) Viewed 1901 times
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- wetlands1.png (17.89 KiB) Viewed 1901 times
- Feenicks
- Metal Slime
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I change around the palette I use every few game attempts, but most of them have the same general ideas behind them [small ramps, the ability to shift between nearby shades relatively easily].
The whole issue of getting nice colors in the backgrounds is definitely made easier by the fact that I draw them at 4x, then downsize them, shifting around colors as needed. Makes drawing them out a lot easier as well [doubly so, given that I'm not using the most detailed style with these].
The whole issue of getting nice colors in the backgrounds is definitely made easier by the fact that I draw them at 4x, then downsize them, shifting around colors as needed. Makes drawing them out a lot easier as well [doubly so, given that I'm not using the most detailed style with these].
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- The palette I'm using right now, blown up so it's actually visible.
- palette.png (1.84 KiB) Viewed 1892 times
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- Originally-sized background image.
- starcave.png (729.06 KiB) Viewed 1882 times
That's a really great-looking style.
The down-scaling and palettisation I know Fenrir draws his backdrops at 640x400 before down-scaling. The down-scaling and palettisation can really butcher some graphics; I wonder if there's much difference between working at 2x or 4x. I also drew all the sprites for Bad Boy at 2x in monochrome so that down-scaling would create anti-aliased edges.
The down-scaling and palettisation I know Fenrir draws his backdrops at 640x400 before down-scaling. The down-scaling and palettisation can really butcher some graphics; I wonder if there's much difference between working at 2x or 4x. I also drew all the sprites for Bad Boy at 2x in monochrome so that down-scaling would create anti-aliased edges.
- Mammothstuds
- Red Slime
- Posts: 97
- Joined: Sun Mar 22, 2015 8:02 pm
Given that it's rather easy to create such a simple tileset, I'm fairly confident that I can create a myriad of different tilesets with the same simple art direction. So yeah, I think you can safely count on my game having a lot of variety.TMC wrote:I'm actually impressed with how decent that looks, given that the cliff tiles are so simple. What will be a big factor in what the player thinks of those tiles is whether the same tiles are used everywhere or whether there's plenty of variety in the game. (I believe quantity is more important than quality.)
- Mammothstuds
- Red Slime
- Posts: 97
- Joined: Sun Mar 22, 2015 8:02 pm
Meet Tentus, the first boss of my HotOHR game "The Successor's Legacy". He's encountered really early in the game, as is the case with most first bosses.
I'm a little concerned about this sprite; his left tentacle looks a bit sloppy IMO. So, I'mma ask for feedback. Just wanna know if the sprite itself looks passable or not; because I don't really wanna change the monster design.
I'm a little concerned about this sprite; his left tentacle looks a bit sloppy IMO. So, I'mma ask for feedback. Just wanna know if the sprite itself looks passable or not; because I don't really wanna change the monster design.
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- Tentus Sprite.png (1.91 KiB) Viewed 1869 times
Last edited by Mammothstuds on Wed Mar 16, 2016 4:36 pm, edited 1 time in total.
- Mammothstuds
- Red Slime
- Posts: 97
- Joined: Sun Mar 22, 2015 8:02 pm
- Feenicks
- Metal Slime
- Posts: 648
- Joined: Tue Aug 10, 2010 9:23 pm
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Ah, thanks. Always great to hear that. For the backgrounds, I just started big and shrunk it down to the OHR's resolution.
Regarding your sprite: once you fix up the skinny bit on that left tentacle it should look nice. Seems like a cool guy, in any case.
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On my end, I'm starting on the enemy sprites for my HotOHR game. It's going to have an enemy rank system in place, and instead of just using palette swaps to signify enemies getting stronger, I went with something slightly different [s]if only because it let me keep on adding onto a sprite instead of drawing entirely new ones.[/s]
Regarding your sprite: once you fix up the skinny bit on that left tentacle it should look nice. Seems like a cool guy, in any case.
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On my end, I'm starting on the enemy sprites for my HotOHR game. It's going to have an enemy rank system in place, and instead of just using palette swaps to signify enemies getting stronger, I went with something slightly different [s]if only because it let me keep on adding onto a sprite instead of drawing entirely new ones.[/s]
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- bluemageDEF.png (1.15 KiB) Viewed 1858 times
