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ColorAcolyte
Midshipman ![]() ![]() Joined: 22 October 2017 Online Status: Offline Posts: 57 |
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I'm trying to make a mini game. It requires more realistic and dark style instead of the cute stuffs I did before.
I believe this is a great chance to hone my skill. Right now this is my main character, It'll get animated in the future: ![]() It's pretty simple, but I'll like to know how to add some details on it, and if I'll need to shade it. |
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Pranxter
Seaman ![]() ![]() Joined: 19 October 2017 Online Status: Offline Posts: 1 |
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Looks pretty neat so far. It has distinguished silhouette and red color accent works fine. Can I see some animations?
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ColorAcolyte
Midshipman ![]() ![]() Joined: 22 October 2017 Online Status: Offline Posts: 57 |
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Well I haven't done her animation yet, since I'm unsure if I want to change some details. However here's a animation I did for a monster:
![]() I would like to know if this fits the style with my character, thanks for the feedback. |
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NancyGold
Commander ![]() ![]() Joined: 27 October 2021 Online Status: Offline Posts: 526 |
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Tunic looks a little too wide on the bottom (like there is a wind current supporting it), hiding the legs, making the character look funny, and the waist could be a pixel higher.
My edit: ![]() |
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ColorAcolyte
Midshipman ![]() ![]() Joined: 22 October 2017 Online Status: Offline Posts: 57 |
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Thank you! Now I know why the bottom looks a bit weird to me too.
I've decided that to not change her looks, and I've did her running animation: ![]() Some animation for my tar monster: ![]() ![]() |
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ColorAcolyte
Midshipman ![]() ![]() Joined: 22 October 2017 Online Status: Offline Posts: 57 |
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I'm now working on tiles, and that is my biggest weakness... So I made a sample, it's a tile set for a cave:
![]() It looks kinda crappy. If you know how to make it look better please tell me how, and it'll be even better if there's example to learn from. Thanks. |
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NancyGold
Commander ![]() ![]() Joined: 27 October 2021 Online Status: Offline Posts: 526 |
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That monster's death animation doesn't really convey death, it appears that he/she just hides in the ground.
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ColorAcolyte
Midshipman ![]() ![]() Joined: 22 October 2017 Online Status: Offline Posts: 57 |
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Well the monster is somewhat like slime, and when it dies it dissolves into a pile of liquid. Thank you for your comment though.
I've decided to make all my character have 1 layer of shading. This is my character when she's idle, but the torch looks weird, is there anyway to fix that? ![]() |
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Aureus
Midshipman ![]() ![]() Joined: 06 July 2017 Online Status: Offline Posts: 22 |
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I just wanted to say that I really like this style. Your running animation looks great.
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ColorAcolyte
Midshipman ![]() ![]() Joined: 22 October 2017 Online Status: Offline Posts: 57 |
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Thank you! Glad to hear that.
I'm doing some background decorations now: ![]() It's for a cave, and I would like to know if these look good. If not, it'll be great if you can point out the problems. Edit: Doing a crawling animation, looks horrible... pls send halp ![]() |
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Hapiel
Rear Admiral ![]() ![]() Joined: 30 June 2023 Online Status: Offline Posts: 3266 |
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I don't think the crawling looks horrible at all! Maybe the snap of the beak could be timed differently?
I would think (but haven't tried it out): Slow opening, fast closing (opposite of what it is now, and then matching the closing frame with the upwards motion of the body |
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Omegan's Domain
Midshipman ![]() ![]() Joined: 23 October 2017 Online Status: Offline Posts: 22 |
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At first look your decorations looks nice but can you put this on your cave?
About fire try to make him turn right and left like dancing. For your cave I have this in mind: http://www.youtube.com/watch?v=WZTYc_xRqoA I am also (or I wanna be) a Indie Game Developer and I would like to know more about your project. |
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ColorAcolyte
Midshipman ![]() ![]() Joined: 22 October 2017 Online Status: Offline Posts: 57 |
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Oh yeah, I forgot to update my current tileset, it uses a blue palette so I think the decorations fits:
![]() I need some help for the background, I want to know if the rock pillars look weird. @Omegan This is a 2D platformer game, and I made it just for fun. It's somewhat like Momodora: Reverie Under the Moon, but I'll like to change the combat system to make it harder.(you can dodge anything by spam rolling, and that's boring) |
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ColorAcolyte
Midshipman ![]() ![]() Joined: 22 October 2017 Online Status: Offline Posts: 57 |
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This is a small section of the background I'm working on, and I seriously need help on it:
![]() any kind of assistance would be welcomed and appreciated. |
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eishiya
Commander ![]() ![]() Joined: 04 August 2022 Online Status: Offline Posts: 1109 |
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What sort of look are you going for with it?
Take a look at photos of real stalactites (the bits on the ceiling) and stalagmites (the bits on the floor), it might give you some ideas. In particular: - they're rarely all so similar in size or so evenly spaced. - every stalactite has a corresponding stalagmite because a stalagmite is formed by the material dripping off the stalactite, but the sizes and shapes of these can vary quite a bit. - stalagmites usually have more rounded tips and a bulkier appearance than stalactites. Stalactites are dripping down, which makes a tip where they expand, but stalagmites get somewhat filed down and built up at the same time by the material hitting them from above. - they don't occur in a neat row. Try having some be in front of the others. This can be achieved just by drawing the highlights on them a bit further down from the edge of the big hole. |
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Omegan's Domain
Midshipman ![]() ![]() Joined: 23 October 2017 Online Status: Offline Posts: 22 |
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Like for me its looks nice :)
But maybe you gonna add some tile set to fill this emptiness in foreground. For background I can't say nothing more that you probably saw in this movie. |
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ColorAcolyte
Midshipman ![]() ![]() Joined: 22 October 2017 Online Status: Offline Posts: 57 |
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Thank you guys for the help, I appreciated it!
These are the 2 versions of my background: ![]() ![]() I'll need some opinions about these two in order to continue working on the background layers.(Creating the feeling of depth like Eishiya said) By the way if anyone is curious, this is a mock up of what the game looks like: ![]() |
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Omegan's Domain
Midshipman ![]() ![]() Joined: 23 October 2017 Online Status: Offline Posts: 22 |
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I like the purple option, blue can be good for ice-cave.
Background looks better than characters and I don't know how good idea it will be if you gonna make purple background more grey. |
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eishiya
Commander ![]() ![]() Joined: 04 August 2022 Online Status: Offline Posts: 1109 |
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Good job making the "teeth" feel less regular! You could push it even more, especially with the bottom ones. They all still have roughly the same "shape", the same angles to their walls. Try playing with those, making some wider with gentler slopes. You can still retain the sinister toothy look if the majority are thin and pointy.
I feel like using both slalagmites/stalactites and generic gamey "rocks" looks odd. The vertical sides of caves have a flowy look to them, that's something you can find ref for too. There's nothing in caves* to produce rocks like that. * or almost anywhere natural, really. Only humans pile up rocks to build walls like that. "Rocky" walls in nature look very different, not like they're made of individual rocks or lumps. But it's become a common visual in games for some reason, perhaps because it tiles easily and people forget everything they know about the world when they're making their tiles ;D I like both palettes, but the purple probably stands out a bit much. It would be good if the player is meant to look at what's in those "windows", but it's too distracting if it's "just" a background. It could work if toned down a little bit, i.e. made less saturated. As for the hue, both work, but they create different emotions. Purple evokes mystery and magic, the blue looks dark and wet but "mundane", and you should choose whichever colour suits the intended atmosphere of the area. |
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ColorAcolyte
Midshipman ![]() ![]() Joined: 22 October 2017 Online Status: Offline Posts: 57 |
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I have chosen blue as the palette for my background.
This is a comparison between using reference(on the left) and what I original did(on the right) for the cave walls, Did I do it right? ![]() Also, regarding to what Omegan said. I do think the background gets my focus instead of the character whenever I'm playtesting. Right now I still want to keep the style I started it, but maybe some ideas on how to make the characters and background fit together would be nice. Edit: Made some changes to my character. Meet Balot! ![]() ![]() |
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NancyGold
Commander ![]() ![]() Joined: 27 October 2021 Online Status: Offline Posts: 526 |
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The fire in running animation feels solid, real flame would leave a trail.
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ColorAcolyte
Midshipman ![]() ![]() Joined: 22 October 2017 Online Status: Offline Posts: 57 |
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Originally posted by snv
The fire in running animation feels solid, real flame would leave a trail. Oh yeah you're right, that torch does look like a plastic toy. Did a quick fix for it: ![]() I am trying to make a giant enemy, and usually animating them takes a lot of time, so I want to gather opinion on this designs: ![]() (The middle ones are the designs, the left character is for scaling purpose, and the right one is palette reference) |
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ColorAcolyte
Midshipman ![]() ![]() Joined: 22 October 2017 Online Status: Offline Posts: 57 |
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Oh boy, I'm doing the attack animation for my character... My largest weakness!
I need some help to make this into a decent animation: ![]() |
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NancyGold
Commander ![]() ![]() Joined: 27 October 2021 Online Status: Offline Posts: 526 |
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I would suggest making that monster less cute.
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ColorAcolyte
Midshipman ![]() ![]() Joined: 22 October 2017 Online Status: Offline Posts: 57 |
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I think that design looks a bit messy, but there are still parts I can make use of it. Thanks!
![]() I want to try and make it look familiar with other monsters. Also, a uppercut animation: ![]() |
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Omegan's Domain
Midshipman ![]() ![]() Joined: 23 October 2017 Online Status: Offline Posts: 22 |
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Cute, just cutie :)
I like your last design of the monster but that what show @snv is good for monsters boss |
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ColorAcolyte
Midshipman ![]() ![]() Joined: 22 October 2017 Online Status: Offline Posts: 57 |
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Did some animations for my cute golem:
![]() ![]() ![]() And a Shockwave effect for the stomp attack, this time I really can't figure it out: ![]() |
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ColorAcolyte
Midshipman ![]() ![]() Joined: 22 October 2017 Online Status: Offline Posts: 57 |
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Haven't been posting for a long time, since I'm working on a lot of codes this week.
This is my save point: ![]() It's a fireplace. I looked up some tutorial, and this is what I came up with. Would like to know how you guys think. |
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Hapiel
Rear Admiral ![]() ![]() Joined: 30 June 2023 Online Status: Offline Posts: 3266 |
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It's a bit strange how all these flames burn synchronously, and make the exact same shape in the air.
Maybe offset them a bit? |
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ColorAcolyte
Midshipman ![]() ![]() Joined: 22 October 2017 Online Status: Offline Posts: 57 |
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Originally posted by Hapiel
It's a bit strange how all these flames burn synchronously, and make the exact same shape in the air. Maybe offset them a bit? You're right, I should separate the particle frames! I used another method this time, and I hope this looks good enough. ![]() |
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ColorAcolyte
Midshipman ![]() ![]() Joined: 22 October 2017 Online Status: Offline Posts: 57 |
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This is the first boss for my game, Ancient Magus,He's the summoner of those shadow monsters:
![]() I wonder if this still fits my style and color palette. |
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Omegan's Domain
Midshipman ![]() ![]() Joined: 23 October 2017 Online Status: Offline Posts: 22 |
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Works for me :) but maybe you will add the rib cage for this one?
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Niding
Midshipman ![]() ![]() Joined: 11 November 2017 Online Status: Offline Posts: 19 |
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I like it, it is simple but good.
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ColorAcolyte
Midshipman ![]() ![]() Joined: 22 October 2017 Online Status: Offline Posts: 57 |
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Originally posted by Omegan's Domain
Works for me :) but maybe you will add the rib cage for this one? Adding a rib cage? I am not quite sure what you are talking about, can you be a bit more specific? |
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MrHai
Commander ![]() ![]() Joined: 12 January 2014 Location: Norway Online Status: Offline Posts: 119 |
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Great effort on what seems like a fun project.
In your first post you wondered whether you needed to shade your sprite. I wouldn't say you do. Using only flat colours can be a part of the style. However, your environment is quite well rendered. The contrast make the sprites look unfinished by comparison. |
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"Work is more fun than fun"
-John Cale |
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ColorAcolyte
Midshipman ![]() ![]() Joined: 22 October 2017 Online Status: Offline Posts: 57 |
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Started animating the boss:
![]() ![]() The casting animation looks bland, is there a way to make it more interesting? @MrHai It's all fun and games until the bugs annoy the hell out of you :\/. That aside, I really enjoy making this. I can't draw before joining pixel joint. Therefore the games I made before looks crappy. Right now, I have learned how to make sprites look good, and I have inputs from other people. I believe this would end up great. |
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Omegan's Domain
Midshipman ![]() ![]() Joined: 23 October 2017 Online Status: Offline Posts: 22 |
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More specific?
Well, looking on this I have feeling it is some kind of necromancer, maybe flying skeleton torso will look good? Like wraiths from Heroes 3 game. In old days undead and demons works in one team as "Army of darkness". |
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ColorAcolyte
Midshipman ![]() ![]() Joined: 22 October 2017 Online Status: Offline Posts: 57 |
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More animations for my boss:
![]() ![]() @Omegan, Yeah that would look pretty cool, but right now I don't think I have the skill to make it look good. This design also fits in the name Magus, which is an ancient mage, instead of a necromancer. |
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ColorAcolyte
Midshipman ![]() ![]() Joined: 22 October 2017 Online Status: Offline Posts: 57 |
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I finally did a new background:
![]() Some said that the old one is much refined compared to the foreground. Therefore I decided to simplify the background a bit. I would like to hear some opinions about it. |
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eishiya
Commander ![]() ![]() Joined: 04 August 2022 Online Status: Offline Posts: 1109 |
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It looks like a pile of rocks. That's fine for some sort of castle setting, but if this is meant to be a cave, it makes no sense.
If the old one is more "refined", wouldn't it be better to polish up the foreground to match, rather than simplify the background? Or are you specifically aiming for a simple aesthetic? |
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ColorAcolyte
Midshipman ![]() ![]() Joined: 22 October 2017 Online Status: Offline Posts: 57 |
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I am still trying to go for a simple aesthetic, that's why the new background only uses 3 colors. However it does look unnatural when I'm playtesting. What I think I'll do is to simplify the old one, reducing the colors it uses.
As for the new background, I was planning to make a ruins area as the next area. I'll use that as the background for the new area. Edit: ![]() Finally finished it! Took me long enough. This background work has become a painful process to me, since I scraped like 2 versions of it. I finally got what I wanted! |
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ColorAcolyte
Midshipman ![]() ![]() Joined: 22 October 2017 Online Status: Offline Posts: 57 |
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New area!(Finally)
This time it's a underground ruin. I'll like the area to be different from the cave at a glance ,so I used a brown palette. I would like to know your opinion. ![]() |
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ColorAcolyte
Midshipman ![]() ![]() Joined: 22 October 2017 Online Status: Offline Posts: 57 |
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Enemies for the ruin area. It's still pretty simple, but still I would like to know if this is good enough or there's anything I can improve.
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Omegan's Domain
Midshipman ![]() ![]() Joined: 23 October 2017 Online Status: Offline Posts: 22 |
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They are hard to see, maybe brighter colors will fix that or maybe make background more darker?
But I love your background from UnTied Games :) |
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RebeaLeion
Commander ![]() ![]() Joined: 04 October 2017 Online Status: Offline Posts: 321 |
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You have some animation potential, I have something to tell about attack of cute golem.
In general, this is mistake that many people do when they start to animate some - forward motion. Your golem is literally sliding its feet on the ground. Instead you can try to focus on different approach. * It can stretch or bend legs, do body movement instead of slide. * One leg can stay Fixed while other moves and return back. (idle , attack, -> back to idle), I just cant see sliding working. This will feel more natural I did exact the same mistake in the past, sliding just doesn't work. |
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ColorAcolyte
Midshipman ![]() ![]() Joined: 22 October 2017 Online Status: Offline Posts: 57 |
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A run cycle. I'm always troubled by animations... I can never seem to get it right, even if I used skeleton frames.
I think the biggest problem I have right now is that whenever I do animations, the characters always seem like they have inconsistent volume. That would make animations look crappy. ![]() ![]() By the way the weapon and the robes are lighter than the old version. They are now clearly visible now. @RebeaLeion Thanks for the advice. However going back to redo it now would hinder my schedule. I'll fix it in the future I suppose. |
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MrHai
Commander ![]() ![]() Joined: 12 January 2014 Location: Norway Online Status: Offline Posts: 119 |
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Hey, just wanted to say your new cave background looks great! I think it doesn't pull attention away from the sprites as much as the old one did.
Are you working with a specific palette? |
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"Work is more fun than fun"
-John Cale |
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ColorAcolyte
Midshipman ![]() ![]() Joined: 22 October 2017 Online Status: Offline Posts: 57 |
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Thanks, I really like the new one too.
I don't actually work with a palette. I pick colors based on the area tiles. I'll use the middle color as the base, and then shift the hue and saturation a bit. I still use the same color whenever I can to reduce color count tho. |
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ColorAcolyte
Midshipman ![]() ![]() Joined: 22 October 2017 Online Status: Offline Posts: 57 |
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Originally posted by RebeaLeion
In general, this is mistake that many people do when they start to animate some - forward motion. Your golem is literally sliding its feet on the ground. Instead you can try to focus on different approach. * It can stretch or bend legs, do body movement instead of slide. * One leg can stay Fixed while other moves and return back. (idle , attack, -> back to idle), I just cant see sliding working. This will feel more natural This is my attempt using your advice. It has recover frames and no sliding at all. Is this what you mean? ![]() |
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RebeaLeion
Commander ![]() ![]() Joined: 04 October 2017 Online Status: Offline Posts: 321 |
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I just meant sliding is not good in general, you can add more motion if you want - small step forward (for the other leg, in some fast movement even a bit of blurry slide might be used) or anything you would see it fit. I am not good with animations myself. I am better in static drawing and can't animate too well myself.
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