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Author | Message |
chrilley
Seaman ![]() ![]() Joined: 23 June 2021 Online Status: Offline Posts: 4 |
![]() ![]() ![]() Posted: 06 November 2019 at 4:40am |
Hi!
I've been making my little action metroidvania for a few years now, yet I've barely gotten much feedback on the art. I'd love to hear what you think and any advice you have to offer a confused pixel art amateur! 1) A big one that has been nagging my mind is the main character. I like him, he's simple and sticks out in the world that he inhabits but it feels like something is missing from the design. An element that I should add without making the sprite feel cluttered or messy. However I cannot think of what or how to shove in there. ![]() Apologies for somewhat awkward capture, it's directly from the game engine. 2) I've been re-working tilesets in my game and I am dying for some feedback! Below is a comparison shot of two rooms: The left column is old art and right column is the revised version. The second row is another room with the same tileset but with a post-process tint effect. ![]() 3) This leads me to another issue I've never really bothered with before since all void was the same pitch black color. Below I have two different tilesets meeting up without any transition whatsoever. How would you connect them without it becoming too jarring? It's mainly the "void color" that eludes me. I don't want brown void for the forest but not pitch black for the house tileset either... What's the best approach here? ![]() 4) Or any kind of feedback in general really. Any good advice helps me grow. |
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Greycloak
Midshipman ![]() ![]() Joined: 12 May 2025 Online Status: Offline Posts: 59 |
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There's a lot here to take in, so I'm going to focus on the character for now. What constitutes a good choice in character design is fairly subjective, so take all of this with a grain of salt and choose whatever resonates with you.
Some smaller suggested changes might be to alter the palette a bit. Maybe change the tunic's color to a less saturated red, and change the color of the boots to something that doesn't clash with the red as much. A dark border between the tunic and the boots might also help define the character a bit more.
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chrilley
Seaman ![]() ![]() Joined: 23 June 2021 Online Status: Offline Posts: 4 |
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Yes you are right, sorry for bombarding you all with so many things at once, I probably scared everyone away. Any feedback is welcome really, I am not picky :)
Thank you for your suggestions! Here's my first pass on re-design based on them plus some brainstorming on my own: ![]() - Adjusted cloak, over shoulder plus making it less rigid. Changing the overall silhouette in the process. - Adjusted palette; Less saturation on red, different color on boots and also tinted cape a bit towards red. - Added a bit of highlight/shading on cloak - Emphasized separation of boots and tunic a bit more. - Added details; belt cloak pattern, amulet. - Attempted to improve the outline. I like your suggestions on the cloak's movement as well. I will try it out once I get to the point where the re-design is done and I can start animating this new main character. |
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Zubb
Midshipman ![]() Joined: 07 October 2020 Online Status: Offline Posts: 38 |
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I think the 2nd one from the right looks the best. The white trim makes for a great accent and helps the character stand out. The red looks a lot cleaner now, too.
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IcePhysics
Midshipman ![]() ![]() Joined: 14 September 2021 Online Status: Offline Posts: 11 |
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Do you think some dithering could help with the transition from the lighter shade of the void in the house to the one in the forest? Maybe at the start of the door frame it's mostly the lighter color and gradually has more of the black. Or just in the area where the door frame and snow is intersecting.
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chrilley
Seaman ![]() ![]() Joined: 23 June 2021 Online Status: Offline Posts: 4 |
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Thanks for dropping by, guys! :)
Originally posted by Zubb
I think the 2nd one from the right looks the best. The white trim makes for a great accent and helps the character stand out. The red looks a lot cleaner now, too. I like that one too. The one all the way to the right feels a bit too much, while the others seem a bit too plain. Originally posted by IcePhysics
Do you think some dithering could help with the transition from the lighter shade of the void in the house to the one in the forest? Maybe at the start of the door frame it's mostly the lighter color and gradually has more of the black. Or just in the area where the door frame and snow is intersecting. A dithering pattern does make sense but I am just not sure from an "asset standpoint". This would mean I'd have to make a small tileset solely to blend these two "voids". It's not very hard to do but for every tileset theme with transitions like this I would have to do this for every possible combination, which ends up wasting a lot of texture space. Even more so should the fade have to be wider than one tile width(32x32 pixels). It feels like I am missing a simpler solution to this... |
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plaza
Midshipman ![]() Joined: 27 March 2019 Online Status: Offline Posts: 14 |
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This is a beautiful game with more than amateur pixel art! I would blend the snow into the entrance/exit area a bit rather than have a hard stop.
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chrilley
Seaman ![]() ![]() Joined: 23 June 2021 Online Status: Offline Posts: 4 |
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Thanks plaza - That's encouraging to hear! :)
There will be something between there for sure. Right now it is just two tilesets overlapping. |
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