WIP (Work In Progress)
 Pixel Joint Forum : Pixel Art : WIP (Work In Progress)
Message Icon Topic: Style Practice for a New Game Post Reply Post New Topic
Author Message
ColorAcolyte
Midshipman
Midshipman
Avatar

Joined: 22 October 2017
Online Status: Offline
Posts: 57
Quote ColorAcolyte Replybullet Topic: Style Practice for a New Game
    Posted: 16 October 2017 at 7:19am
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.
IP IP Logged
Pranxter
Seaman
Seaman
Avatar

Joined: 19 October 2017
Online Status: Offline
Posts: 1
Quote Pranxter Replybullet Posted: 19 October 2017 at 5:47am
Looks pretty neat so far. It has distinguished silhouette and red color accent works fine. Can I see some animations?
IP IP Logged
ColorAcolyte
Midshipman
Midshipman
Avatar

Joined: 22 October 2017
Online Status: Offline
Posts: 57
Quote ColorAcolyte Replybullet Posted: 19 October 2017 at 7:25am
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.
IP IP Logged
NancyGold
Commander
Commander
Avatar

Joined: 27 October 2021
Online Status: Offline
Posts: 526
Quote NancyGold Replybullet Posted: 19 October 2017 at 9:59am
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:


IP IP Logged
ColorAcolyte
Midshipman
Midshipman
Avatar

Joined: 22 October 2017
Online Status: Offline
Posts: 57
Quote ColorAcolyte Replybullet Posted: 21 October 2017 at 1:47am
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:
(Attack) (Death)
IP IP Logged
ColorAcolyte
Midshipman
Midshipman
Avatar

Joined: 22 October 2017
Online Status: Offline
Posts: 57
Quote ColorAcolyte Replybullet Posted: 22 October 2017 at 9:57pm
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.
IP IP Logged
NancyGold
Commander
Commander
Avatar

Joined: 27 October 2021
Online Status: Offline
Posts: 526
Quote NancyGold Replybullet Posted: 23 October 2017 at 4:08am
That monster's death animation doesn't really convey death, it appears that he/she just hides in the ground.
IP IP Logged
ColorAcolyte
Midshipman
Midshipman
Avatar

Joined: 22 October 2017
Online Status: Offline
Posts: 57
Quote ColorAcolyte Replybullet Posted: 24 October 2017 at 2:14am
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?
IP IP Logged
Aureus
Midshipman
Midshipman
Avatar

Joined: 06 July 2017
Online Status: Offline
Posts: 22
Quote Aureus Replybullet Posted: 27 October 2017 at 5:26am
I just wanted to say that I really like this style. Your running animation looks great.
IP IP Logged
ColorAcolyte
Midshipman
Midshipman
Avatar

Joined: 22 October 2017
Online Status: Offline
Posts: 57
Quote ColorAcolyte Replybullet Posted: 29 October 2017 at 1:46am
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
IP IP Logged
Hapiel
Rear Admiral
Rear Admiral
Avatar

Joined: 30 June 2023
Online Status: Offline
Posts: 3266
Quote Hapiel Replybullet Posted: 29 October 2017 at 8:29am
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


IP IP Logged
Omegan's Domain
Midshipman
Midshipman
Avatar

Joined: 23 October 2017
Online Status: Offline
Posts: 22
Quote Omegan's Domain Replybullet Posted: 29 October 2017 at 11:00am
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.
IP IP Logged
ColorAcolyte
Midshipman
Midshipman
Avatar

Joined: 22 October 2017
Online Status: Offline
Posts: 57
Quote ColorAcolyte Replybullet Posted: 29 October 2017 at 5:49pm
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)
IP IP Logged
ColorAcolyte
Midshipman
Midshipman
Avatar

Joined: 22 October 2017
Online Status: Offline
Posts: 57
Quote ColorAcolyte Replybullet Posted: 30 October 2017 at 7:50am
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.
IP IP Logged
eishiya
Commander
Commander
Avatar

Joined: 04 August 2022
Online Status: Offline
Posts: 1109
Quote eishiya Replybullet Posted: 30 October 2017 at 8:23am
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.
IP IP Logged
Omegan's Domain
Midshipman
Midshipman
Avatar

Joined: 23 October 2017
Online Status: Offline
Posts: 22
Quote Omegan's Domain Replybullet Posted: 30 October 2017 at 11:22am
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.
IP IP Logged
ColorAcolyte
Midshipman
Midshipman
Avatar

Joined: 22 October 2017
Online Status: Offline
Posts: 57
Quote ColorAcolyte Replybullet Posted: 31 October 2017 at 2:31am
Thank you guys for the help, I appreciated it!
These are the 2 versions of my background:
(Purple Palette) (Blue Palette)

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:
IP IP Logged
Omegan's Domain
Midshipman
Midshipman
Avatar

Joined: 23 October 2017
Online Status: Offline
Posts: 22
Quote Omegan's Domain Replybullet Posted: 31 October 2017 at 4:48am
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.
IP IP Logged
eishiya
Commander
Commander
Avatar

Joined: 04 August 2022
Online Status: Offline
Posts: 1109
Quote eishiya Replybullet Posted: 31 October 2017 at 7:39am
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.
IP IP Logged
ColorAcolyte
Midshipman
Midshipman
Avatar

Joined: 22 October 2017
Online Status: Offline
Posts: 57
Quote ColorAcolyte Replybullet Posted: 01 November 2017 at 12:42am
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!
(Idle)
(Running)
IP IP Logged
NancyGold
Commander
Commander
Avatar

Joined: 27 October 2021
Online Status: Offline
Posts: 526
Quote NancyGold Replybullet Posted: 01 November 2017 at 6:52pm
The fire in running animation feels solid, real flame would leave a trail.
IP IP Logged
ColorAcolyte
Midshipman
Midshipman
Avatar

Joined: 22 October 2017
Online Status: Offline
Posts: 57
Quote ColorAcolyte Replybullet Posted: 01 November 2017 at 7:45pm
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)
IP IP Logged
ColorAcolyte
Midshipman
Midshipman
Avatar

Joined: 22 October 2017
Online Status: Offline
Posts: 57
Quote ColorAcolyte Replybullet Posted: 02 November 2017 at 8:07am
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:
IP IP Logged
NancyGold
Commander
Commander
Avatar

Joined: 27 October 2021
Online Status: Offline
Posts: 526
Quote NancyGold Replybullet Posted: 02 November 2017 at 3:59pm
I would suggest making that monster less cute.

IP IP Logged
ColorAcolyte
Midshipman
Midshipman
Avatar

Joined: 22 October 2017
Online Status: Offline
Posts: 57
Quote ColorAcolyte Replybullet Posted: 03 November 2017 at 7:15am
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:
IP IP Logged
Omegan's Domain
Midshipman
Midshipman
Avatar

Joined: 23 October 2017
Online Status: Offline
Posts: 22
Quote Omegan's Domain Replybullet Posted: 03 November 2017 at 10:05am
Cute, just cutie :)
I like your last design of the monster but that what show @snv is good for monsters boss
IP IP Logged
ColorAcolyte
Midshipman
Midshipman
Avatar

Joined: 22 October 2017
Online Status: Offline
Posts: 57
Quote ColorAcolyte Replybullet Posted: 05 November 2017 at 2:29am
Did some animations for my cute golem:
(Walk)(Attack)(Stomp)

And a Shockwave effect for the stomp attack, this time I really can't figure it out:
IP IP Logged
ColorAcolyte
Midshipman
Midshipman
Avatar

Joined: 22 October 2017
Online Status: Offline
Posts: 57
Quote ColorAcolyte Replybullet Posted: 11 November 2017 at 6:20am
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.
IP IP Logged
Hapiel
Rear Admiral
Rear Admiral
Avatar

Joined: 30 June 2023
Online Status: Offline
Posts: 3266
Quote Hapiel Replybullet Posted: 11 November 2017 at 6:30am
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?
IP IP Logged
ColorAcolyte
Midshipman
Midshipman
Avatar

Joined: 22 October 2017
Online Status: Offline
Posts: 57
Quote ColorAcolyte Replybullet Posted: 11 November 2017 at 8:31pm
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.

IP IP Logged
ColorAcolyte
Midshipman
Midshipman
Avatar

Joined: 22 October 2017
Online Status: Offline
Posts: 57
Quote ColorAcolyte Replybullet Posted: 13 November 2017 at 6:36am
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.
IP IP Logged
Omegan's Domain
Midshipman
Midshipman
Avatar

Joined: 23 October 2017
Online Status: Offline
Posts: 22
Quote Omegan's Domain Replybullet Posted: 13 November 2017 at 7:50am
Works for me :) but maybe you will add the rib cage for this one?
IP IP Logged
Niding
Midshipman
Midshipman
Avatar

Joined: 11 November 2017
Online Status: Offline
Posts: 19
Quote Niding Replybullet Posted: 13 November 2017 at 8:11am
I like it, it is simple but good.
IP IP Logged
ColorAcolyte
Midshipman
Midshipman
Avatar

Joined: 22 October 2017
Online Status: Offline
Posts: 57
Quote ColorAcolyte Replybullet Posted: 13 November 2017 at 4:21pm
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?
IP IP Logged
MrHai
Commander
Commander
Avatar

Joined: 12 January 2014
Location: Norway
Online Status: Offline
Posts: 119
Quote MrHai Replybullet Posted: 13 November 2017 at 7:27pm
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.
"Work is more fun than fun"
-John Cale
IP IP Logged
ColorAcolyte
Midshipman
Midshipman
Avatar

Joined: 22 October 2017
Online Status: Offline
Posts: 57
Quote ColorAcolyte Replybullet Posted: 14 November 2017 at 5:22am
Started animating the boss:
(Idle)(Casting)
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.
IP IP Logged
Omegan's Domain
Midshipman
Midshipman
Avatar

Joined: 23 October 2017
Online Status: Offline
Posts: 22
Quote Omegan's Domain Replybullet Posted: 14 November 2017 at 9:23am
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".
IP IP Logged
ColorAcolyte
Midshipman
Midshipman
Avatar

Joined: 22 October 2017
Online Status: Offline
Posts: 57
Quote ColorAcolyte Replybullet Posted: 15 November 2017 at 9:01pm
More animations for my boss:
(Fireball Portal)(Melee Attack)

@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.
IP IP Logged
ColorAcolyte
Midshipman
Midshipman
Avatar

Joined: 22 October 2017
Online Status: Offline
Posts: 57
Quote ColorAcolyte Replybullet Posted: 16 November 2017 at 5:30pm
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.
IP IP Logged
eishiya
Commander
Commander
Avatar

Joined: 04 August 2022
Online Status: Offline
Posts: 1109
Quote eishiya Replybullet Posted: 16 November 2017 at 5:35pm
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?
IP IP Logged
ColorAcolyte
Midshipman
Midshipman
Avatar

Joined: 22 October 2017
Online Status: Offline
Posts: 57
Quote ColorAcolyte Replybullet Posted: 16 November 2017 at 6:27pm
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!
IP IP Logged
ColorAcolyte
Midshipman
Midshipman
Avatar

Joined: 22 October 2017
Online Status: Offline
Posts: 57
Quote ColorAcolyte Replybullet Posted: 24 November 2017 at 5:15am
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.
IP IP Logged
ColorAcolyte
Midshipman
Midshipman
Avatar

Joined: 22 October 2017
Online Status: Offline
Posts: 57
Quote ColorAcolyte Replybullet Posted: 25 November 2017 at 3:39am
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.
IP IP Logged
Omegan's Domain
Midshipman
Midshipman
Avatar

Joined: 23 October 2017
Online Status: Offline
Posts: 22
Quote Omegan's Domain Replybullet Posted: 25 November 2017 at 7:15am
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 :)
IP IP Logged
RebeaLeion
Commander
Commander
Avatar

Joined: 04 October 2017
Online Status: Offline
Posts: 321
Quote RebeaLeion Replybullet Posted: 25 November 2017 at 7:32am
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.
IP IP Logged
ColorAcolyte
Midshipman
Midshipman
Avatar

Joined: 22 October 2017
Online Status: Offline
Posts: 57
Quote ColorAcolyte Replybullet Posted: 27 November 2017 at 12:48am
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.
(Idle)(Running)
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.
IP IP Logged
MrHai
Commander
Commander
Avatar

Joined: 12 January 2014
Location: Norway
Online Status: Offline
Posts: 119
Quote MrHai Replybullet Posted: 27 November 2017 at 5:25am
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?
"Work is more fun than fun"
-John Cale
IP IP Logged
ColorAcolyte
Midshipman
Midshipman
Avatar

Joined: 22 October 2017
Online Status: Offline
Posts: 57
Quote ColorAcolyte Replybullet Posted: 27 November 2017 at 6:50am
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.
IP IP Logged
ColorAcolyte
Midshipman
Midshipman
Avatar

Joined: 22 October 2017
Online Status: Offline
Posts: 57
Quote ColorAcolyte Replybullet Posted: 28 November 2017 at 7:28am
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?
IP IP Logged
RebeaLeion
Commander
Commander
Avatar

Joined: 04 October 2017
Online Status: Offline
Posts: 321
Quote RebeaLeion Replybullet Posted: 09 December 2017 at 2:43am
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. You're going in right direction with your animations that I saw above tho.
IP IP Logged
Post Reply Post New Topic
Printable version Printable version

Forum Jump
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot delete your posts in this forum
You cannot edit your posts in this forum
You cannot create polls in this forum
You cannot vote in polls in this forum