WIP (Work In Progress)
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jalonso
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Quote jalonso Replybullet Topic: vanGO-n-Click
    Posted: 28 August 2011 at 7:05pm
*Picasso is coming to an end and the quest to clean my hard-drive blackhole of WIPs continues*

Let's see where I end up this time >.<
A point-n-click game inspired by VanGogh.
Short on story long on imagery.
Very modern GUI/HUD graphics (maybe 100%white?)...

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CELS
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Quote CELS Replybullet Posted: 28 August 2011 at 7:45pm
I love it. The inspiration is unmistakable, in the colours that you've used and the way you've drawn the sky. I'm curious about the purple area above the buildings, but I guess it's WIP so I'll just wait and see.
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ellie-is
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Quote ellie-is Replybullet Posted: 28 August 2011 at 8:23pm
Ooooooooh YEAH.
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divtag
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Quote divtag Replybullet Posted: 29 August 2011 at 12:57am
another thread to watch, nice!
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Lathien
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Quote Lathien Replybullet Posted: 29 August 2011 at 1:10am
Fantastic. First thing I thought at x1 zoom was "that couldn't be pixelart, that has to be a painting." Well Done.
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Quote jogljoel Replybullet Posted: 29 August 2011 at 11:13am
Woooow that's pretty amazing,what program did you use?Don't tell me you used paint.
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neofotistou
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Quote neofotistou Replybullet Posted: 29 August 2011 at 11:49am
starry night for the win, jal. This is awesome
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jalonso
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Quote jalonso Replybullet Posted: 30 August 2011 at 10:47am
@CELS, the purple area above the buildings, best as I can tell from the painting, is a rolling fog over the mountains.
@jogljoel, I use Photoshop but if done in Paint there would be no difference at all. Photoshop's only benefit is that lets you draw on different layers which makes editing and adjusting things easier.
-----
K, I have a scale set, a screen size and the main HUD/GUI area (screen 1)
Threw in interior screen rough to help develop a working palette with a decent range of colors.
 
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Psychotic_Carp
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Quote Psychotic_Carp Replybullet Posted: 30 August 2011 at 8:14pm
I think that would look cool as a cell phone background
got game?
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jalonso
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Quote jalonso Replybullet Posted: 01 September 2011 at 7:55am
Trying to figure out scale and perspective.
How true to stay to VanGogh's paintings is also a concern, especially in interior scenes.
My instinct is to ignore the paintings angles and viewpoint and make my own, flatter 2D (top left) but retain the texture of the paintings (top right) instead???

Same goes for portraits.
I thought just cell-shaded with canvasy texture would work but looks like crap :(





Edited by jalonso - 01 September 2011 at 7:55am
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Marken4
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Quote Marken4 Replybullet Posted: 01 September 2011 at 11:36am
I would really love it if you managed to do the top right version, as the others really don't scream Van Gogh to me as top-right do. Also, I think the portrait look pretty decent :3
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ellie-is
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Quote ellie-is Replybullet Posted: 02 September 2011 at 7:58am
His left arm looks weird to me. Too long, perhaps.
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jalonso
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Quote jalonso Replybullet Posted: 02 September 2011 at 12:51pm
Originally posted by lucas_irineu

His left arm looks weird to me. Too long, perhaps.

Who the portrait?...I'm following the painting.


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Lathien
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Quote Lathien Replybullet Posted: 02 September 2011 at 1:22pm
That house looks amazing! And it merges well with the other piece. The portrait man looks a lot less squinty than the original tho. Don't know if that's good or bad...
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Sergiotron
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Quote Sergiotron Replybullet Posted: 02 September 2011 at 1:47pm
this looks great!
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Qemist
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Quote Qemist Replybullet Posted: 02 September 2011 at 11:52pm
the house on it is SICK!!
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neofotistou
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Quote neofotistou Replybullet Posted: 03 September 2011 at 1:45am
Everything is very cool. Small nitpick that might help: Van Gogh was a self-taught artist and wasn't so much constrained by (or had knowledge of) academic rules that we in the west consider self-evident. My point is, you're maybe shading too much, and worrying about light sources too much, whereas he didn't.

Also, he went crazy with the gestural strokes. Your top right image gets it right with the floor and ceiling. Turbulent dithering. You can also up-play some of the fauvist elements of his work, using seemingly irrelevant hues.

Lastly, I am sure you can pull off the wacky perspective, don't give up!

Check the Mystery Vortex in Sam n' Max hit the road for reference:  http://www.adventuregamers.com/forums/attachment.php?attachmentid=1128&d=1165252609

(also pretty much every episode of the Sam n' Max animated series, or the comics)

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jalonso
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Quote jalonso Replybullet Posted: 03 September 2011 at 6:06am
@neofotistou, the things you point out is exactly what I'm battling with. I have to balance these things with game logic too. Additionally I want the HUD/GUI to be ultra modern to balance things out so its been a challenge so far.

There will be inventory items on these screens too, like letters, and tools and the kind of stuff you need in point-n-click games. If these are 'wacky' then they might not read well. I'm keeping this in mind too as I find my way.

I do think that light-source and perceptive has to remain somewhat logical and not too overly wacky (sprites and assets are very small at this resolution and need to be clear) or as a game it will fail to read. I'm thinking its all about developing a dithering style that suggests the paint daubs that will work best and is my working presumption. This is why I am working on an interior, an exterior and a portrait to develop the game style and get a palette going.

Your links are great and I'll try to bend the perspective rules a little more.

I am no VanGogh... and I see this game not as if he created it but set where he lives. VanGogh will not be in the game at all (his brother will). The story is about the player looking for VanGogh in a place that is a mix of Arles and Auvers with a dash of Saint Remys.
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neofotistou
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Quote neofotistou Replybullet Posted: 03 September 2011 at 6:32am
@jalonso: awesome! and I guess you're right
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jalonso
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Quote jalonso Replybullet Posted: 03 September 2011 at 10:41am
More rough stuff...forgot still life is needed too.
Red ramp is crucial for this so I threw the pool hall in.





Edited by jalonso - 03 September 2011 at 10:41am
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Alex Pang
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Quote Alex Pang Replybullet Posted: 03 September 2011 at 11:00am
The colors are AWESOME!
Btw, you should redraw one of his self-portraits!
Maybe this one

After he cutoff his ear :P


Edited by Alex Pang - 03 September 2011 at 11:00am
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jalonso
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Quote jalonso Replybullet Posted: 03 September 2011 at 7:40pm
Originally posted by jalonso

...VanGogh will not be in the game at all (his brother will)...

Seems too expected. But,.... maybe the title screen will ;)
In my mind the storyline is Vincent is lost, delirious and suicidal and needs to be found. Just calling out will not help cuz he has no ears. The player needs to find the Vincent his ears and get him to the clinic to end the game...or something like that >.<




Edited by jalonso - 03 September 2011 at 7:40pm
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jalonso
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Quote jalonso Replybullet Posted: 06 September 2011 at 5:58pm
In my last 2 mockups ( Warhol  +  Picasso ) a lot of comments regarding busy screens and distracting GUIs (jalonsoisms XD) have led me to try to be as simplistic and minimal this time as I possibly can. I have always envisioned this GUI as only black and white as shown here

I'm going back and simplifying the images and modifying the palette so the color white works anywhere without resorting to black outlines or shadows.

I like mockups that show game assets and art but also convey the gameplay too and the action within...apparently y'alls hate that.
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ellie-is
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Quote ellie-is Replybullet Posted: 06 September 2011 at 9:21pm
Well, I like that too, I think a game mockup should show both the art and the actual gameplay, otherwise its just another piece of pixel art and not an actual game mockup.
But I seem to be part of a minority as well.
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showtime
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Quote showtime Replybullet Posted: 07 September 2011 at 1:36pm
Are the silhouettes placeholders for characters, or are they going to remain as silhouettes?
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Stratto
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Quote Stratto Replybullet Posted: 07 September 2011 at 2:16pm
You might be interested in knowing that he lived in the Netherlands and died in France. His brother lived in France though.
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Quote DawnBringer Replybullet Posted: 08 September 2011 at 1:41am
Starting to look quite nice! :) You seem to have a lot of red, orange & blue in these screens but not very much green & dirty yellow that's also common in VG's work. The bright-greens in the last "orange" picture may look nice but doesn't really match the rest or look like realistic oilpaint-colors.
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Quote CELS Replybullet Posted: 08 September 2011 at 2:11am
A game about reattaching Vincent's ears so he can regain his hearing? Yeah, that totally makes sense. :)

If this does become a game, and you intend to explore his compulsive thoughts and distorted view of reality, that would be quite interesting. I would give you a shiny bonus coin if you managed to include his love story.

My favourite part of this whole project is your ability to warp the paintings together to create some kind of crazy universe, just breaking the world of physics and making everything seem as if in a dream. It's nice.

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JaumeAlcazo
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Quote JaumeAlcazo Replybullet Posted: 08 September 2011 at 4:52am
Originally posted by jalonso




Looks very nice. Reminds me Day of the Tentacle and Sam & Max.

Have you considered adding a Scumm-like hud? Being a Lucasarts-like mockup would give it more coolness, and surely can make the mockup reach to mainstream (I mean, non-pixelart) sites over the net.

Examples

Indy

DOTT

Example of Lucasarts-like mockup reaching mainstream (non-pixelart) sites:

LOST/Lucasarts mockup 1

LOST/Lucasarts mockup 2

LOST/Lucasarts mockup 3

LOST/Lucasarts mockup 4

LOST/Lucasarts mockup 5

Edited by JaumeAlcazo - 08 September 2011 at 5:16am
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jalonso
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Quote jalonso Replybullet Posted: 14 September 2011 at 10:07am
Originally posted by DawnBringer

...You seem to have a lot of red, orange & blue in these screens but not very much green & dirty yellow that's also common in VG's work. The bright-greens in the last "orange" picture may look nice but doesn't really match the rest or look like realistic oilpaint-colors.


I've adjusted some colors but keeping this range low is still challenging.
I've colored these 2 screens trying to use a full range of colors is the color balance better? Are the greens better or still too bright?




Edited by jalonso - 14 September 2011 at 10:06am
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Quote onek Replybullet Posted: 14 September 2011 at 10:18am


i liked it better with those greens, overall lighter and more saturation....
liked it MUCH better!!! much MUCH better!!!!!!




really... change it back ...PLEASE!

Edited by onek - 14 September 2011 at 10:19am
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CELS
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Quote CELS Replybullet Posted: 14 September 2011 at 10:44am
I concur.
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DawnBringer
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Quote DawnBringer Replybullet Posted: 14 September 2011 at 11:03am
The brightest sap-green is still quite weird, esp. in this context. It's also very close to the brightest yellow. I think it will look a little better if you darken it by 15-20...then it will also somewhat interpolate the two brightest yellows.
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Quote Hapiel Replybullet Posted: 14 September 2011 at 3:40pm
I think the sailor guy needs some work. I second the comment about the left arm, it does not feel weird in the original. Also, the hands look strange. On the left arm, it looks like there is a right hand. While vanGogh gave him a bright colored pinky, you gave him a dark colored one and it reads as a thumb.
The right hand is also difficult to understand, I think it would be better if it was brighter, and if the 4th finger would be definded better!

Also, the girl with the hat has vanGoghs typical expressionless face. In your version I think the face is too short, the mouth too high and it reads as some smiling cartoon figure!


I really like how you've taken the freedom to modify the shape of the buildings, and the colors you selected do their job great too! Props on making things look paint-ish!
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Quote FlyingSkull Replybullet Posted: 14 September 2011 at 9:35pm
Awesome job dude o.

Pure and true art.
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jalonso
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Quote jalonso Replybullet Posted: 16 September 2011 at 10:52am
@Hapiel, those portraits are just for palette development and most likely will not be used.

@onek + CELS, I'll reintroduce the saturated shades again.

@Dawn, thx :)
_____

I somehow got too much into painting VanGogh and forgot its a game >.<
This update is completely redrawn for game programming logistics (bottom image). I worked from the doors out for this new layout.
The tree is foreground so player sprite walks behind the tree.

Lots of tweaked shades in the palette and maybe 1-2 new ones.

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CELS
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Quote CELS Replybullet Posted: 16 September 2011 at 12:01pm
I like the latest version a lot. I didn't realize this was going to be a working game, I just thought it would be a mock-up.

Is the tree finished though? I would reconsider using so much blue on the tree leaves, over a blue background. It makes it look partially transparent.
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Quote Qemist Replybullet Posted: 16 September 2011 at 12:14pm
well in reality trees always have transparancy trough leaves itself, and between "bushes" within the tree. I like the effect and as always I think jalonso is really artistic wich in this case the tree looks really weird, but I like that weirdness.

Weird? HE IS WEIRD!! :D
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jalonso
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Quote jalonso Replybullet Posted: 16 September 2011 at 1:01pm
Originally posted by CELS

...Is the tree finished though? I would reconsider using so much blue on the tree leaves, over a blue background. It makes it look partially transparent.


Tree isn't finished but the tree top is just to blend day to night and I was not really going for it to read so much up top as the trunk says tree :/
Does it fail that bad?
I am now going back to the Starry night screens and consolidate colors even more. I think that screen has blues not used in last screen.

btw, its just a mockup and not a real project but that shouldn't deter my making the mockup 'possible'. Else, its not a mockup its just an idea/concept.


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Quote Qemist Replybullet Posted: 16 September 2011 at 1:37pm
In reality it would all fail. The persective is odd, day and night being blended.. it wouldnt all make sence at all.. but isnt that the idea about art after all?
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jalonso
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Quote jalonso Replybullet Posted: 16 September 2011 at 2:12pm
Since I'm referencing a well-known artist I really only have 2 avenues. Straight out copy his work or exaggerate the work, me thinks. Since its a game design not self-standing art I really only have the exaggeration route. To me this is the paint stroke style and the 'off' perspective.
I am working 2 screens at a time just because it helps me see what direction I need to follow.
Here are screen BGs on their own, without HUD/GUI or sprites and portraits which will further blend everything.



Edited by jalonso - 16 September 2011 at 2:14pm
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CELS
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Quote CELS Replybullet Posted: 16 September 2011 at 4:37pm
Originally posted by jalonso

Tree isn't finished but the tree top is just to blend day to night and I was not really going for it to read so much up top as the trunk says tree :/
Does it fail that bad?

Well, it's hard to tell since it's just a WIP. The right part of the tree top looks good. The "day" bit. But the "night side" seems to have too much blue and it looks a bit flat. But judging from the fact that the bottom of the tree top is intersected by the horizontal line of the street, I guess this is very much WIP. I'll reserve judgement.
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jalonso
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Quote jalonso Replybullet Posted: 17 September 2011 at 9:44am
Redrew the church and heavied up the yellow so it begins the blend to the next scene, the hayfields.

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Lathien
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Quote Lathien Replybullet Posted: 17 September 2011 at 11:27am
I think the blue on the church comes in a little too far. Based on the angle I don't think it would reach to the part of the building with the two windows.
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Quote Tart Replybullet Posted: 18 September 2011 at 8:17pm
No crits right now, but I just want to express how much I want this to be a real game. Would play it so hard.
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jalonso
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Quote jalonso Replybullet Posted: 20 September 2011 at 7:29pm
@Lathien, I was waiting to see what would happen on the left of the church before adjusting it. This update has a brighter and more sunlit church. Brighter?

refs and update



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Quote Gecimen Replybullet Posted: 21 September 2011 at 2:30am
I'm speechless.
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jalonso
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Quote jalonso Replybullet Posted: 21 September 2011 at 3:25pm
moar

...color blocking to meet the bridge by the yellow houses and somehow work his Iris flowers into these scenes.

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Quote Stratto Replybullet Posted: 21 September 2011 at 3:48pm
Great stuff. I think the subject you chose is a really fortunate choice, because a lot of his works are landscapes.
 Have you thought of a general story?
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jalonso
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Quote jalonso Replybullet Posted: 22 September 2011 at 8:59am
@Stratto, no set story just a rough posted above somewhere. Its just a mockup/concept not a real game project.
---
loop complete \o/

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