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raven_coda
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Quote raven_coda Replybullet Topic: a little help for a noob
    Posted: 30 September 2007 at 10:16pm
I'm trying my hand a 2d sprites for a games I'm writting. Here's what I was able to do.
 
 
It's small I know but it's for a Pocket PC so they have to be small. It's way cartoony and so I'm looking for suggestions to make it look better. I plan to have 5 to 7 in total. I wanted it to have the feel that your looking down on it from a 60 degree angle like the pic below (from dune II a way cool old school game)
Can someone give me some pointers on how to make my ship look better and or hints for future ships?  Also,  it took me 4 hours to do this. Does it take normally that long to do art work or does it start to go faster when you know what you're doing?
 
P.S. If there is anyone willing to spare me the pain of figuring out how to draw I'd love to give credit to whomever can draw some 24x24 pixel ships
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greenraven
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Quote greenraven Replybullet Posted: 01 October 2007 at 12:39am
Originally posted by ravem_coda




Gotta love those spice harvesters.

Sorry, I mainly posted because I saw that harvester. If you want ideas for ships you can take a look at some of the older games. And now I'll let people more capable than I give you some pointers.
"pwnage comes with patience, practice and planning." ~ Jalonso   
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Monkey 'o Doom
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Quote Monkey 'o Doom Replybullet Posted: 01 October 2007 at 4:41am
One thing I suggest is to make your sprites on a different BG, something neutral for example. Extreme colors mess with your sense of color; the programmer's pink you use here has made you avert any light colors while making the sprites. You can always change the palette, though.
 
The harvester looks quite nice and aside from the aforementioned I have no criticism for it. The ship, however, is a problem. Mainly the issue I see there is that the lightest grey sticks out among the rest of the ship, which is too dark for me to be able to "read" the image well. So fix the palette there. It's also a bit lacking in the area of details, and the outline makes it look like it's from a different game than the harvester. Another thing that's a good general rule is to not use pure greys. Use very desaturated colors (similar R, G, and B values) but not pure greys (R=B=G) because pure greys are very lifeless and hard to use. Greys are, however, great for making transitions between colors in ramps. A ramp is a set of colors from light to dark that is used for shading objects with a particular visible color. For example, your harvester has a red ramp with all your shades of red as well as a grey ramp for the treads and shadow. Greys can be used to make ramps that shift drastically in hue: instead of simply going Bright Green-Medium Green-Dark Green, one might want to have a second lightsource like a streetlight that illuminates part of the shadowed areas of some green object. So the ramp would be changed to Bright Green-Medium Green-Dark Grey-Medium Orange-Bright Orange.
 
But I'm not really an expert as much as some people are; if you really want to learn about color choice, I suggest reading this topic.


Edited by Monkey 'o Doom - 01 October 2007 at 4:41am

RPG is numberwang.
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jalonso
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Quote jalonso Replybullet Posted: 01 October 2007 at 5:49am
I agree removing the 0-255-0 pink for c+c is a good idea. I think they may be ok with added highlights. It would help to see what the BG looks like if you have any of that.
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