WIP (Work In Progress)
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.Vinno
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Quote .Vinno Replybullet Posted: 07 June 2010 at 11:49am
Looks great so far! Dislike the coulours of the bg, but I think you'll be able to fix that;)
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RollerKingdom
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Quote RollerKingdom Replybullet Posted: 07 June 2010 at 11:55am
the background is just a rough sketch using random colors :) it's basically on that stage where I turn myself into a little kid and play around paint with it :P
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StepDragon
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Quote StepDragon Replybullet Posted: 07 June 2010 at 1:06pm
I like it, except for one thing, the warp pipe in the middle. here's why. when all is said and done, Mario and Waluigi are basically staring each other down, but there's a big pipe in the way (or so it seems).

not to mention i think the pipe is disproportionately big.

i do have a suggestion for you though. since this is like a street fight (style i know but still), in a lot of street fight games there's like a brick wall, some cars, etc. because its on a street! (derp)..

anyways here's my point, you can use the dungeon bricks from Mario games, (or thwomps) to construct a wall. if you do this, i would only suggest using it on 1/3 of the street, behind Waluigi.

I think it will add symbolism as well. on Waluigi's side, the wall represents isolation from the good/real/true world. yet for mario's side, HE IS THE WALL, the protector, the stern image to balance the picture...

just think about it...

Cheers!
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RollerKingdom
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Quote RollerKingdom Replybullet Posted: 07 June 2010 at 1:59pm
can you post ref. pictures of objetcs and things (including the wall) from the game that I can relate to it?

*sigh.. constructing backgroung/scenes are the hardest part imo :P
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StepDragon
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Quote StepDragon Replybullet Posted: 07 June 2010 at 3:36pm
castle walls, for brick
underground brick/ warp pipes
another wall idea
just cuz i want to

That's all for now, i'll make a mock up later. (its dinner time here) but i don't work tonight, so i'll be here all night on and off. hope this helps!

Edited by StepDragon - 07 June 2010 at 3:37pm
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RollerKingdom
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Quote RollerKingdom Replybullet Posted: 07 June 2010 at 7:31pm
just cuz i want to"
I've seen that before, itz amazing haha but thanks for the images
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RollerKingdom
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Quote RollerKingdom Replybullet Posted: 09 June 2010 at 9:37am
So i worked on a sketch for another bkg, it's basically supposed to be under a dungeon or something like that, with a lava pond, castle/dungeon walls, torches, monster plant and etc..


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StepDragon
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Quote StepDragon Replybullet Posted: 09 June 2010 at 9:55am
You should talk to The B.O.B. He's got this really cool pirahna plant style, which would go great with your piece. I think you should ask him if you can do a similar style (asking is always a good idea)

Here's the link: Pirahna Plant
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jalonso
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Quote jalonso Replybullet Posted: 09 June 2010 at 11:10am
I think that you need to keep the original concept of SMW meets Street Fighter in a more visual way.
Your BG concepts are leaning to an entirely pure perspective and real 'world' imagery. This I think defeats the concept and idea entirely.
I think the better way to have your concept read better is to treat the BG as 2 separate entities. The foreground (which matches the characters in realism but is a kinda forced perspective but realistically drawn. The second is a 'curtain' behind it (it can be toony, realistic, super realistic, artistic, w/e). Notice I made this drawing using a tile so that the viewer reads it right away.
This is what Street Fighter scenes are made of...this is further emphasised by using separate palettes for each of the 2 entities. Foreground 80% of characters and curtain at 60% in lum and hue.



Edited by jalonso - 09 June 2010 at 11:13am
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RollerKingdom
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Quote RollerKingdom Replybullet Posted: 09 June 2010 at 11:48am
You basically spoke another language right there >_< confused..
ughhh I should of done the bkg first hahah it's getting to hard now to figure out what to do for it..
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jalonso
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Quote jalonso Replybullet Posted: 09 June 2010 at 12:04pm
Check out this SF screen.

Notice the front is a 'platform' where the fighting action takes place. This is the wood and that thing that slopes at an angle. In gameplay this moves with the action and is a 'unit'. Notice how its just a little lighter in hue and especially luminesence from the sprites, like 80-90%
Everything else, the pagoda, water and fence is the 'curtain' behind that with lum and hue a bit ligther/softer. It moves on its own.
All SF action is always on a bridge/plaza/sidewalk, etc.
Most importantly notice that the artist drew the 2 layers and the sprites using the same style and realism which is why it looks like a 'complete scene'.
I think you need to consider this highly for the original idea to work.

* comment is probably stated poorly

**my image before this one shows the same thing from 2 angles.


Edited by jalonso - 09 June 2010 at 12:15pm
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Ninja Crow
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Quote Ninja Crow Replybullet Posted: 09 June 2010 at 1:22pm
Oh man, I left the first page of your thread open in my browser, and didn't realise it had switched over to page 2!

Jalonso's description of the Street Fighter staging is excellent, and Mario is the perfect game to match to that concept, since the strip of ground that you run along in all the games can be thought of as the stage, with an obvious scrolling background behind.

Your first concept drawing (or your second one) ought to be easily adapted to this idea, as in these four Mario images.

I would say that in your first background sketch, the horizon line is the top of the lime green area, and it should be brought down closer to the floor. I also agree with StepDragon that the main purple warp pipe is a little intrusive, but it makes a great focus piece (like a coffee table book) so I would suggest making it not overlap your green area in the front (the "stage") and making it look like it is located closer to the mountains (on the plains between the stage and the mountains) than the stage.

I hope that's a simple enough modification of what you already have. If it inspires any ideas, can you post a new sketch with the new perspective, so it can be further refined? Thanks!

!Strange Atoll - The Amazing Wilbot Game Project!
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RollerKingdom
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Quote RollerKingdom Replybullet Posted: 09 June 2010 at 7:09pm
Thank you both, I will def. study it and make the new sketch based upon on it :) also im done with graduation now and with a kitchen i was painting with my dad, so hopefully i have more time now to work on this
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RollerKingdom
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Quote RollerKingdom Replybullet Posted: 10 June 2010 at 5:45am
okay so based upon the explanation and things i understood i redid it..
the first layer on the bkg it's supposed to be a castle wall with a plant going around of the detailed part of it..
then on the background we have mario mountains, ocean, and another castle..
Of course I plan to add more details along the wall like the broken brick i did and hopefully some cracks and etc..
also i placed mario and waluigi with the word just for the fun of it :P

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jalonso
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Quote jalonso Replybullet Posted: 10 June 2010 at 7:50am
I think you got the idea. 
I might be smart to first work on the foreground platform before getting into the BG BG.

If you are making a screen that will include GUI elements you need to plan for that too. Traditionally its on the top of the screen but if you decide its going on the bottom then you'll want to move the platform up so you have space for it. Plan ahead.
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RollerKingdom
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Quote RollerKingdom Replybullet Posted: 10 June 2010 at 9:11am
Thanks Jal, I will work on the ground first and yes I plan to include the GUI elements on the top
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Ninja Crow
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Quote Ninja Crow Replybullet Posted: 10 June 2010 at 12:12pm
Wow, that's looking terrific!

It looks like your horizon line is a little low, though.

!Strange Atoll - The Amazing Wilbot Game Project!
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kenpokis
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Quote kenpokis Replybullet Posted: 10 June 2010 at 4:38pm
I think a sunset type palette for the background would work nicely. Kinda like fighting at dusk. idk just a thought.
!Strange Atoll - The Amazing Wilbot Game Project!
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RollerKingdom
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Quote RollerKingdom Replybullet Posted: 12 June 2010 at 6:19pm
ugh I need help SO freaking bad with the ground :( I suck at doing textures and come up with ideas for ground..

I tried this out but it's just EWWWWWWWWWWW

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RollerKingdom
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Quote RollerKingdom Replybullet Posted: 15 June 2010 at 7:41am
a sketch using bold colors and very rough..
idk if I will ever be able to manage this mock up into a successful result
but oh well..

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dpixel
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Quote dpixel Replybullet Posted: 15 June 2010 at 10:02am
I know you can do this Roller.  That Mario came out awesome.  Just feel the shapes you're trying to create and take your time.

EDIT: Also, you're background may be too big.  Take a look at the Street Fighter screen above and notice how big the characters are compared to the background.  Some common resolutions for games like that are: 320x200 and 320x240.  Just a thought.


Edited by dpixel - 15 June 2010 at 3:30pm
hehe (ಠ_ಠ ) o_- :p
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Ninja Crow
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Quote Ninja Crow Replybullet Posted: 15 June 2010 at 6:31pm
Wow, that is a fantastic update and improvement on your first version! Keep it up!

I love the weight things have now, and the organic feel of roughness to everything - like a master artist spashing a canvas with bold strokes of colour.

The higher horizon line is a great improvement, and the sparkles on the water look very cool.

I like the colours for your sky, just remember to put the lighting on the clouds on the bottom, since the sun is below them.

Try making the base of your ivy column stick down onto the floor a bit, so that it looks more round.

And you might want to make the floor stones a bit larger so that they don't drive you crazy (unless you're already fine with them!).

To wrap up - terrific job, this is going really well, and is going to rock!

!Strange Atoll - The Amazing Wilbot Game Project!
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Quote RollerKingdom Replybullet Posted: 15 June 2010 at 6:40pm
Thank you guys, and thanks for the great tips Ninja, Ill keep working on it..
should I decrease the canvas size a bit then?
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