Note Guru: GBC Spec-Up

Note Guru: GBC Spec-Up

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Note Guru: GBC Spec-Up



user
Title: Note Guru: GBC Spec-Up
Pixel Artist: Geti  (Level 3 Sergeant :: 1355 points)
Posted: 2/26/2014 01:37
Statistics:  28 comments    82 faves    0 avatars

Specing the game up to colour to help keep the kids engaged and make sure the monsters are more distinguishable.

Going to have trouble moving the trees over, I know it, haha.

This is 4 maps that will be scrolled "single screen"/"zelda" style, with a 2 tile HUD above that. I'm going to have to manage my palettes better to get those houses to pop a bit more.

Changing to a smaller space per-area has been good, it forces me to focus on what matters in each area and make sure each monster encounter is memorable.

Discussion

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user
itzkreator (Level 1 Private) @ 8/11/2014 00:21

Amazing, I wish there were more completed games like this


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JustinGameDesign (Level 8 Marshal) @ 4/4/2014 07:08

Love the whole thing. There's a great level of detail here. Looks like it would be a fun world to explore.


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RabidGolfCart (Level 3 Corporate Drone) @ 3/3/2014 00:22

I really like the detail put into this, and the colours really add to it as well.


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Geti (Level 3 Sergeant) @ 2/28/2014 18:16

Yeah I get what you mean. There's not really a reason other than wanting to make sure people don't feel like they're in too much of a "familiar" land, if I have standard bricks, windows, post box, tiles, tv antenna ( wink ) then a monster is skulking around just outside of town the universe will feel very inconsistent. I'll have to reign it in a bit, hopefully I can make the house layouts make a little more practical sense while I'm at it.


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Imagician (Level 5 Rokkyu) @ 2/28/2014 02:54

real nice. i like the grass and the highlights on the paving. is there a reason for the house fronts and roofs being so "unconventioal"? think that's part of why they are harder to read as what they are meant to be. maybe also making the house fronts brighter and take out green would make them stand out more. also, to me it looks like there is some kind of "dull brown tape" going through the center of the roofs, since they look paler in the middle, and have more contrast on the up and down end (hope I made myself clear :D).


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Geti (Level 3 Sergeant) @ 2/27/2014 19:43

There's not much to tell - there's a little monster wandering on the map that chases you if you get close, you touch it, theres a "battle" sequence where you have to identify the notes it makes to rocking guitar music and if you win, you continue onwards.


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Andrey (Level 3 Private Eye) @ 2/27/2014 08:59

Really nice picture, man. I like it!


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atei (Level 1 Intern) @ 2/27/2014 00:19

I am really curious about these monster encounters.


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Delicious (Level 9 Boss) @ 2/26/2014 20:38

Your best so far! Lovely job, would like to see more mockups with this. :)


user
Geti (Level 3 Sergeant) @ 2/26/2014 20:32

To all the "Pretty"/"Nice Tiles" etc guys: Thanks for being so supportive! Been very happy with the reception of this piece all over the place, it's quite encouraging. Thanks again!


user
Geti (Level 3 Sergeant) @ 2/26/2014 20:31

A darker top area could work, would require a few changes to the cliff edge tiles but it would probably help pull the scene forward a bit. Thanks for the suggestion, I'll try it out.


user
Geti (Level 3 Sergeant) @ 2/26/2014 20:30

Thank you! Always glad to hear my style is recogniseable, though it'll definitely make it hard to change, haha!


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Geti (Level 3 Sergeant) @ 2/26/2014 20:29

The main complaint I've been hearing has been to do with the roofing, so I might go look at some refs and swap out the planks for a slate roof or something. I might keep these tiles handy for if i need any bridge areas now, hahaha. I'll see what I can do, they're definitely the weakest bit of the image.


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Geti (Level 3 Sergeant) @ 2/26/2014 20:27

Wow, thanks for all the the comments and faves guys. I'll go through and answer questions and suggestions where I get the chance :)


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DatMuffinMan (Level 4 Mercenary) @ 2/26/2014 19:59

I get that lightsource wise, the 'background' brown plane should be as light as the rest of the scene, but since (I'm assuming) the player can't get on top of it, making it darker would fix thr problem with the houses popping. 

Love the tiles. 


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Ellychnia (Level 1 Intern) @ 2/26/2014 19:07

These are excellent! I've been staring at this for a while, haha.


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ThePixelAgent (Level 1 Rookie) @ 2/26/2014 15:19

Nice work! Love the feel of the environment. Perhaps the roof designs could be tighter (less bridge looking) but maybe not... just an idea :)

Keep up the wonderful work!


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Mr.Fahrenheit (Level 6 Serial Killer) @ 2/26/2014 13:46

Woo, I recognized this. I love your style man.


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jalonso (Level 11 Godfather) @ 2/26/2014 12:29

Great tiles.
I wonder if when playing the roofs will read as bridges because at first glance in a static image that's what they seemed to be both because they look like planks and because the house fronts are not overly 'house' looking.
 


user
Stickman (Level 7 Sheriff) @ 2/26/2014 09:45

Amazing tile work.


user
Pixelart_kid (Level 6 SWAT) @ 2/26/2014 09:13

Beatiful Tiles :)


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CrimsonPixel (Level 2 Flatfoot) @ 2/26/2014 08:18

Beautiful, nice tiles.


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elend (Level 3 Private Eye) @ 2/26/2014 06:23

Great amount of detail, despite the size / resolution. Great colors, too. Good work.


user
vimmel (Level 5 Detective) @ 2/26/2014 06:12

Looks great man!


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fydo (Level 1 Intern) @ 2/26/2014 06:11

Looks great! I'd love to play this :)


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skittle (Level 9 Nidan) @ 2/26/2014 05:46

Awesomely pretty


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EZKOI (Level 5 Sniper) @ 2/26/2014 05:18

Really pretty


user
Paddy (Level 3 Hatchet Man) @ 2/26/2014 05:15

This is prettyyyy 


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