WIP (Work In Progress)
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Dinofly
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Quote Dinofly Replybullet Topic: WIP for a game
    Posted: 18 May 2017 at 1:32pm
Hello Wonderful people at Pixel Joint :)

I'm working on a top view mech game, and I'm going to do some art dump here. I've been a programmer for around 20 years, I don't consider myself much of an artist, however I need to dabble onto pixels as the artist I was working with has parted ways. So, (bold incoming) ALL CRITICS WELCOME :) and please do know that this is my first actual work with pixel art.

Today - I'll post the chassis' for the robots. The robots will have separate parts : legs, chassis, arms weapons, shoulders weapons.



I made all these today + some weapons, but not showing off the weapons yet, just looking for some crits & comments :) .

( In case the link doesn't work : https://s17.postimg.org/8vqkg89en/chassis-wip.png )
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Dinofly
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Quote Dinofly Replybullet Posted: 19 May 2017 at 12:49pm
Here is an update with some of the arm weapons added to the chassis. What I could really use is :
- any current critics
- tomorrow I plan to do the shoulder weapons. Any suggestions on how I could create them in such a manner that they would fit to the rest ?
Shoulder weapons would be placed on the back side of each chassis.



Edit : this is 2:1 their size. I believe the equivalent of the in-game size on 1366x768 would be around 1.5:1 ( depends on monitor res ) and I'll still play a bit with camera's zoom size.
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Quote Dinofly Replybullet Posted: 01 June 2017 at 8:03am
Completed the shoulder, and worked on a couple of cars.

I'm thinking of replacing the last two cards and could desperately use some comments & constructive criticism on improving them :) .
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Dinofly
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Quote Dinofly Replybullet Posted: 01 June 2017 at 11:53am
A small update on replacing the last two cars. One is supposed to be an APC, and another one is carrying money. Added a new car with a weapon on the back.

all C&C's are welcome :)
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eishiya
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Quote eishiya Replybullet Posted: 01 June 2017 at 12:17pm
The cars look rather flat, which hurts their readability. I can't tell which parts of the cars are projecting upward (towards the viewer) and which are not.
Add cast shadows to objects to help the forms read. In addition, I'd ease up on the dithering, and go for clearer shapes instead. Gradients don't really read like anything.

I think the robotey parts have the same problems, but it's less noticeable because the viewer doesn't know what to expect and reads them only as shapes rather than as objects.
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Quote Quake Replybullet Posted: 02 June 2017 at 3:22am
I've tried to give an example of what Eishiya was mentioning.



What I've done is 'blocked' the car into its main parts. Obviously you can make it more complicated, but it is important to first outline the fundamental building blocks. Some of the 'blocks' arent completely correct, but hopefully this helps.
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Dinofly
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Quote Dinofly Replybullet Posted: 10 June 2017 at 7:21am
eishiya & quake - thank you so very much for your input :) .
Sorry for the late reply & update - I worked on a different game ( doing programming :P ) and didn't get much time for the graphics.

I've done a few shading variations and I'd like to ask which one you think would fit best, and possibly why.


There are a few limitations I am following : I need to use 4 variations of red, and any variation of white/black/grey. This is because the :
- red parts will change their hue/saturation for different teams/factions.
- preferably less to no-white since the entire game has a dark/night theme
I'll post the entire general look soon so you can grasp an idea of the game's aesthetics.
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Quote Dinofly Replybullet Posted: 10 June 2017 at 7:26am
Here's a quick image to explain the "general look" of the game :

I will have to change the shading on most of the content in there, however I am still experimenting :) - definitely could use ANY input on that, and I'd be very grateful for any.
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Quote Dinofly Replybullet Posted: 11 June 2017 at 12:05am
Since the mechs were a bit too small compared the car sizes, I've remade them at nearly a double scale. Took me a while but I've had quite a bit of shading practice. I know I'll need to redo some of those, please let me know which ones desperately need remaking and what am I doing right ( if anything :) ).

Here's how they look now compared to their previou version :
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Quote eishiya Replybullet Posted: 11 June 2017 at 6:45am
Why are they blurry?

They're all pillow-shaded (except the left-most one, whhich is pillow-lit) and look very round and soft and unrobotic as a result. There's a difference between lighting from front/above (having the light source behind the camera rather than off to the side), and pillow-shading.

Worse, you have cast shadows in your screenshot, which suggest the light is coming from the side, which doesn't match your sprites at all. If the sprites don't rotate, you could incorporate that side shading into them.
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Dinofly
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Quote Dinofly Replybullet Posted: 11 June 2017 at 6:56am
Hey Eishiya :)

Thanks for the input. I resized them from small to large, however I recolored them entirely ( every pixel ) , so they shouldn't be blurry. I did heavily use dithering so that may give the blurry effect.. not sure :) .

I'll change the first chassis to be regularly pillow-shaded instead of pillow lit, thanks ! :)

Since the game is in 2d, and there are 50+ objects in the scene, there won't be proper lighting, so I'm improvising the shadows with .png's . That's why I would've considered the initial lighting I had on the chassis' to be good enough.

Would you happen to have any recommendations on what type of lighting-painted-on-sprites I could use and would fit properly to my game ?
I believe pillow shading is fine, but I'm very open to suggestions :) .
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Quote eishiya Replybullet Posted: 11 June 2017 at 7:59am
Pillow-shading is generally a no-no. It's unappealing, it makes everything look flat and indistinct. Pillow shading is generally considered a newbie mistake rather than a deliberate choice, and even non-artist players and reviewers often see it as such.

Think about the planes that make up your objects, and focus on those. All of your mechs currently look vaguely egg-shaped, isn't that boring? Break them up with some non-rounded planes, some objects that stick out and cast shadows onto other parts, etc. A mix of planar and round looks more interesting than just round, or just planar.

You're on a pixel art forum. We're all familiar with how in pixel art games, the shadows are usually part of the sprites xP That doesn't mean they have to be boring. If the light source and sprite orientation is fixed (i.e. the sprites don't rotate too much), you can have directional lighting as part of the sprite with no problems. In this case, I recommend a light source other than what you have currently, as it's very flat.
If they do rotate, then you're more limited in your options, but you can still have some planes instead of making everything round, and minor cast shadows on the objects (not just on the ground).
If your sprites rotate and you can't use shadows to clearly show their forms, you should use the paint-jobs to show the forms. Having some painted-only lines that are distorted according to the form of the thing will help a lot with creating the illusion of 3D.
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Dinofly
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Quote Dinofly Replybullet Posted: 11 June 2017 at 4:27pm
Hey Eishiya :)
Thanks a ton (again) for the answer, that's exactly the advice I was looking for.
"If your sprites rotate and you can't use shadows to clearly show their forms" - that is exactly my case.
The matter is : I have never done a paintjob before, not even certain what it means or if there's a pattern to it, if there's a specific method. Then there are the 4 colors limitations of red - for team-color representation. I can raise that number if that's a necessity.

Anyhow, I've had an attempt at what you mentioned regarding the planes that make up my objects and here is how it came out compared to the pillow shading version :

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Quote Dinofly Replybullet Posted: 17 June 2017 at 6:28am
Hello again :) I created a couple of versions based on my understanding of "paint-jobs" , not certain how close these are to how they should be. Any guideline would be more than welcome :)
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Quote eishiya Replybullet Posted: 17 June 2017 at 7:20am
Use the paint jobs to show the form. Yours are all treating the ships as flat objects. Stripes of paint would look thicker where they're close to the viewer, and thinner where they're further away.
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Dinofly
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Quote Dinofly Replybullet Posted: 17 June 2017 at 7:30am
Thanks for the reply :) Well, I'm highly bewildered.

Since this is top view, isn't that what pillow shading does ? I mean they are somewhat egg-look-alike, but isn't that how they'd look in reality when seen from above ?
or would you refer that only the stripes would differ in the respective areas ?

I'm trying to limit my red to 4 variations, and gray to 5 variations - how would one go at doing that without pillow shading and different colors on higher/lower placed plating ?
I've done both, and trying to avoid the first one as you previously mentioned it's a "general no-no".

Could you be so kind to give me a link to a visual example please ?
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Quote eishiya Replybullet Posted: 17 June 2017 at 9:18am
Here is a literal egg with stripes on it (I am counting the golden strips too), seen from more or less above. See how you can still get a feel for the egg's 3D form from just the way the stripes vary in orientation and thickness? That's what a paint job on your ships should seek to achieve.

Also, as I've mentioned before, try to make your ships a mix of curves and flat/straight areas. Having them be just one or the other looks boring, especially with the frontal light source. If you can't create interest with lighting, then create it with shape and form.
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Quote Dinofly Replybullet Posted: 17 June 2017 at 10:32am
Hey Eishyiya, thanks a lot :) .
Actually, not that it matters, however, they're not ships, they're chassis' for mechs :) , I've been told they look very sci-fi :) however I have a feeling the latter mentions will still apply. It'somewhat difficult to add stripes when the size is around 70x70 px, and since they'll have shoulder weapons on top and guns to the sides, I'm wondering it it isn't a bit overloading for the eye. Either way, I'd like to ask : from the previous 4 mech chassis image, which one would be the closest ?

I keep looking at the example you've given, and except for some very little pillow shading, shape variations - scale lowers towards the endings/edges and the angle is more bent , there doesn't seem to be much to it.
Am I reading too little into it ?

Perhaps it's my highly inexperienced eye, but in some cases, to me, pillow shading feels very natural, even 3d-ish.
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Quote eishiya Replybullet Posted: 17 June 2017 at 2:51pm
With the black/white stripes the effect is subtle - the upper stripes arc up, the lower ones arc down, because the camera is looking at the middle. Your chassis are larger and presumably have more complex shapes, so you could have this effect more exaggerated, and more complex shapes created by the paint.
I was imagining thicker, outline-less stripes that ran across the flat areas rather than along the edges when I made the suggestion. Having paint along the edges does nothing to show the form, the edges are already clear.

Have you looked at the sprites in GTA2 and other top-down games involving vehicles?

Their approach is to shade everything according to its orientation. Surfaces directly facing the player (up) are lightest, surfaces facing away are darker, depending on their orientation relative to the view plane. Then they toss in some specular highlights to make things shiny. Your pillow shading achieves a similar effect, but the difference is, the vehicles in GTA2 have way more interesting shapes than your mechs. This is something I keep mentioning - a lot of your readability problems stem from the boring shapes. You have some good silhouettes, but within them, you're not playing with the surfaces and details enough.

As for the sprites you posted, I think bottom left and top right are the most effective.

As for pillow shading and 3Dness - if it looks 3D, it's probably not actually pillow-shading. For example, the top left image is pillow-shaded, having shadows around all the edges, even though there seems to be nothing that should be creating the shadows around the grey lines. The bottom left is also pillow-shaded - the shadows on the round part near the two rectangular blocks don't make any sense, you just seem to be adding shadows wherever there are lines. The GTA2 examples above are not pillow-shaded - they're lit from above same as your sprites, but the shadows make sense with the forms being depicted.
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Quote Hapiel Replybullet Posted: 18 June 2017 at 5:15am
Have you tried to design the side view of your ships? A simple silhouette would be enough, but knowing what they look like from the side can help in depicting it right from the front. Feel free to get creative :)

Oh and check out the ships in this post for some more line examples. Some of the lines are slightly brighter than the hull color, some colors are complimentary. Both work to make the ships interesting and the lines that go across layers help to make the shape and depth.


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Quote Dinofly Replybullet Posted: 07 July 2017 at 3:52pm
Hello again - thank you for all of your feedback so far :) definitely a lot of interesting things I had to look into.
I've been working on the buildings and tried mixing a top view style combined with a bit of Dodonpachi style. I've scratched a lot of attempts and put together a few samples for opinions and feedback.


The first view is for when illuminated, the second one is the one mostly used (for night without illumination).

Some of these are of different styles, just added them so you could compare better. Also I'll modify the paintjob on B.

Which is the one you like most and what recommendations would you have ?
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Quote Dinofly Replybullet Posted: 15 July 2017 at 4:48am
I've made a couple of buildings based on the following ideas : They should be top view, they shouldn't be a mixture of dodonpachi, and there's a passive light coming from the lower left.
They're supposed to be the barracks and factory for two different factions.


Any suggestions or input are more than welcome :) .
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Quote Dinofly Replybullet Posted: 14 August 2017 at 10:24am
Haven't posted in a while, so I'd like to showcase some progress. Some help and/or advice is as always welcome.
Buildings :

Some Units :
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Quote Dinofly Replybullet Posted: 24 October 2017 at 9:32am
Made a couple more tanks :

and

Crits are always welcome.
Although it looks like they are difficult to read, in the game, once the pipe starts moving, they're extremely easy to comprehend. One way or another, I feel that I'm overdoing it on the details =/ .

I'll work on an (extremely) early version to put in people's hands and get some disturbing feedback so I can start changing things :) .
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Quote NancyGold Replybullet Posted: 25 October 2017 at 5:26am
Top Down projection is cheesy, I suggest avoiding it, unless you're making prototype, where graphics is unimportant. Even earliest RTS games, like Dune 2, used oblique or isometric projection. I know of only a few commercial games that use pure top-down (GTA1-2 and Mageslayer), and they all look meh. Take no Prisoners, while appears top-down, still shows characters from an angle.
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Quote Dinofly Replybullet Posted: 25 October 2017 at 8:31am
Hey SNV! thank you very much for the suggestion and input, I understand it, as a huge fan of Dune 2, Dune 2000, I was anticipating someone would mention that :) .
At this point, as the person doing everything in the project ( programming, art, marketing, etc.) redoing the entire graphics would literally mean redoing the entire game :) , so, top down is what I will use in this case, for a multitude of reasons, including that this look is highly relevant for my proposed gameplay as well - which is an RPG/RTS mixture.

There will be other games after this one where I will use the same code (wrote every piece of code with reusability in mind) - and side-view graphics will be the choice then, however that might be next year.

In the meanwhile, any help towards bettering my art, would be highly appreciated :) .
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Quote Omegan's Domain Replybullet Posted: 27 October 2017 at 12:20pm
I would like you to help or write constructive criticism but what I can only say is:
NICE :D
Your vehicles reminds me those from KKND game.

Well, I would like to to talk more about Indie game Development rather that graphics (exactly about marketing) because I wish to become one.

About top view: In my opinion I must watch demo first to be sure is the top view of isometric is better for your project.
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Quote Dinofly Replybullet Posted: 28 October 2017 at 7:03am
"NICE :D Your vehicles reminds me those from KKND game."
Oh my ! thank you for the kind words :) .
KKND was still isometric though. Again, that'll be next game :) .

Working on the alpha, I'll post a link here. Will definitely need input on the graphics then as well.
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