Personal Project - Shatru
Printed From: Pixel Joint
Category: Pixel Art
Forum Name: WIP (Work In Progress)
Forum Discription: Get crits and comments on your pixel WIPs and other art too!
URL: https://pixeljoint.com/forum/forum_posts.asp?TID=16861
Printed Date: 12 September 2025 at 12:25am
Topic: Personal Project - Shatru
Posted By: A2J2TIWARI
Subject: Personal Project - Shatru
Date Posted: 03 August 2013 at 8:12am
This is an action adventure game with 3/4 perspective!
I
am working on my own game and I need some help and critiques so that my
game can have awesome art and so that I can improve as an artist
through this project
I am trying to keep this cartoon-ish, basically pokemon like or what you guys say now, in 'bubblegum' style?
Here's what I've made so far:
A place where one of the main NPCs would stay named Oori.

Those
purple roofs are there so that if I think purple roof would look better
than current gray roof, I'll just switch them. Used Zelda as reference
for this.

Stuck at this robot atm. Not sure how to make it look better, more powerful and give it awesome shading like Jinn's Robo HD: http://www.pixeljoint.com/pixelart/69298.htm# - http://www.pixeljoint.com/pixelart/69298.htm#
Help me out please!
|
Replies:
Posted By: A2J2TIWARI
Date Posted: 03 August 2013 at 8:13am

I
also made some castle's interior tiles and again tried to do it like
Zelda. Idk but I think the wall and floor tiles are blending a bit
again?
Also, I animated the cauldron:
|
Posted By: A2J2TIWARI
Date Posted: 03 August 2013 at 11:42pm
Some more castle tiles and a big throne for the king: 
Please help me with the throne.. It looks flat atm and Idk how to make it look better. So please help.
|
Posted By: Kurieta
Date Posted: 04 August 2013 at 1:14am
I would suggest making a more defined corner for the front facing wall. This is very nice, and to make it not look flat, you'll want to mess with the shading and lighting. Keep it up, can't wait to see this published
|
Posted By: StoneStephenT
Date Posted: 05 August 2013 at 3:29pm
The walls, floors, and ceilings blend in too much with each other; there's no definition to any of them.
Take a look at a scene from The Legend of Zelda: A Link to the Past:

Notice how the whole scene appears to have depth. Not only do the walls and floors have clearly defined edges, the lighting of the scene creates the illusion of shadows/shade. Without any sort of light source, everything would look flat. Right now, your floors/walls/etc. don't have any depth to them, and it makes for a rather dull background.
Your throne, on the other hand, does show actual depth. It has a light source (as proven by the shadow underneath the throne and the shaded areas of the throne's platform) as well as clearly defined edges. It could use a little work in regards to anti-aliasing and outlining, but it looks far better than your background work at the moment.
|
Posted By: Mr.Fahrenheit
Date Posted: 05 August 2013 at 5:23pm
Try something like that for the throne. But also notice in the zelda screenshots they use a perspective that shows all the walls in the room showing depth more clearly as well as using colors.
|
Posted By: A2J2TIWARI
Date Posted: 06 August 2013 at 8:56am
Some guys pointed out that the tiles needed some different color so it doesnt blend.
Also changed the color of the robot and gave it a shooting animation:


@Mr.Fahrenheit: Thanks a lot for that edit! But does that work for rpg perspective(the dark color on top and lighter beneath?) cuz I am not too sure.
|
Posted By: Mr.Fahrenheit
Date Posted: 06 August 2013 at 9:39am
Depends on your light source not the perspective, you could reverse that and have the lighter color on top and the darker beneath if that follows the light source.
|
Posted By: StoneStephenT
Date Posted: 06 August 2013 at 3:04pm
If you want to achieve a Zelda-esque top-down perspective, you have to create the same illusion that A Link to the Past does in terms of perspective.
Take another look at the screenshot I posted. Granted, I posted a JPG...
{file-format nerds mutter angrily in the distance}
…but you can still see that the walls have only a handful of colors and the bricks get ‘smaller’ in terms of height as you go from ‘top’ to ‘bottom’. You can also see highlights on the ‘highest’ bricks on the wall at the bottom of the screenshot, indicating that those bricks sit closer to the light source than the bricks at the ‘bottom’.
Even if you want to go for a, say, Final Fantasy-esque look, you still have the same problem: your wall tiles lack the illusion of height due to a lack of a defined light source.
You have a solid foundation for some good work, don’t get me wrong. You just need to work on that foundation by studying the kind of work you want to create (e.g. 2-D Zelda games) and learn from what makes that work…well, ‘work’.
|
|