vanGO-n-Click
Printed From: Pixel Joint
Category: Pixel Art
Forum Name: WIP (Work In Progress)
Forum Discription: Get crits and comments on your pixel WIPs and other art too!
URL: https://pixeljoint.com/forum/forum_posts.asp?TID=12841
Printed Date: 06 September 2025 at 6:05am
Topic: vanGO-n-Click
Posted By: jalonso
Subject: vanGO-n-Click
Date 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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Replies:
Posted By: CELS
Date 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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Posted By: ellie-is
Date Posted: 28 August 2011 at 8:23pm
Posted By: divtag
Date Posted: 29 August 2011 at 12:57am
another thread to watch, nice!
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Posted By: Lathien
Date 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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Posted By: jogljoel
Date 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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Posted By: neofotistou
Date Posted: 29 August 2011 at 11:49am
starry night for the win, jal. This is awesome
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Posted By: jalonso
Date 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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Posted By: Psychotic_Carp
Date Posted: 30 August 2011 at 8:14pm
I think that would look cool as a cell phone background
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got game?
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Posted By: jalonso
Date 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 :(

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Posted By: Marken4
Date 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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Posted By: ellie-is
Date Posted: 02 September 2011 at 7:58am
His left arm looks weird to me. Too long, perhaps.
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Posted By: jalonso
Date 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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Posted By: Lathien
Date 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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Posted By: Sergiotron
Date Posted: 02 September 2011 at 1:47pm
Posted By: Qemist
Date Posted: 02 September 2011 at 11:52pm
the house on it is SICK!!
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Posted By: neofotistou
Date 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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Posted By: jalonso
Date 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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Posted By: neofotistou
Date Posted: 03 September 2011 at 6:32am
@jalonso: awesome! and I guess you're right
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Posted By: jalonso
Date 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.

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Posted By: Alex Pang
Date 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
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Posted By: jalonso
Date 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 >.<

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Posted By: jalonso
Date Posted: 06 September 2011 at 5:58pm
In my last 2 mockups ( http://www.pixeljoint.com/pixelart/61009.htm - Warhol + http://www.pixeljoint.com/pixelart/64921.htm - 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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Posted By: ellie-is
Date 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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Posted By: showtime
Date 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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Posted By: Stratto
Date 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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Posted By: DawnBringer
Date 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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Posted By: CELS
Date 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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Posted By: JaumeAlcazo
Date 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
● http://www.psphacksmods.com/images/scummvm0x0.jpg - Indy
● http://www.scenebeta.com/biblioarchivosdrupal/www_pub/active/0/DottCaptura.jpg - DOTT
Example of Lucasarts-like mockup reaching mainstream (non-pixelart) sites:
● http://s2.ecetia.com/files/2010/05/lost_8.jpg - LOST/Lucasarts mockup 1
● http://s2.ecetia.com/files/2010/05/lost_4.jpg - LOST/Lucasarts mockup 2
● http://s2.ecetia.com/files/2010/05/lost_2.jpg - LOST/Lucasarts mockup 3
● http://s2.ecetia.com/files/2010/05/lost_6.jpg - LOST/Lucasarts mockup 4
● http://s2.ecetia.com/files/2010/05/lost_7.jpg - LOST/Lucasarts mockup 5
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Posted By: jalonso
Date 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?

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Posted By: onek
Date 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!
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Posted By: CELS
Date Posted: 14 September 2011 at 10:44am
Posted By: DawnBringer
Date 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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Posted By: Hapiel
Date 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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Posted By: FlyingSkull
Date Posted: 14 September 2011 at 9:35pm
Awesome job dude o.õ
Pure and true art.
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Posted By: jalonso
Date 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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Posted By: CELS
Date 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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Posted By: Qemist
Date 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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Posted By: jalonso
Date 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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Posted By: Qemist
Date 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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Posted By: jalonso
Date 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.

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Posted By: CELS
Date 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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Posted By: jalonso
Date 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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Posted By: Lathien
Date 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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Posted By: Tart
Date 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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Posted By: jalonso
Date 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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Posted By: Gecimen
Date Posted: 21 September 2011 at 2:30am
Posted By: jalonso
Date 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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Posted By: Stratto
Date 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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Posted By: jalonso
Date 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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Posted By: jalonso
Date Posted: 22 September 2011 at 9:51am
Smallest animation I can upload. I'll remove this real soon cuz its a huge file for the forum

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Posted By: Lathien
Date Posted: 22 September 2011 at 9:55am
I am still dumbfounded by what you can do. And the church actually looks great with the other side of the scene added. I can't believe how quickly you've put such a detailed piece together.
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Posted By: jalonso
Date Posted: 22 September 2011 at 10:07am
Forgot to post my refs for the last 2 screens

 NOTE: The loop is not even needed as these will be just mockup screens and is just a tool I used to color block and try to keep the palette lean and mean, under 50 atm.
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Posted By: jalonso
Date Posted: 04 October 2011 at 3:01pm
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Posted By: Qemist
Date Posted: 04 October 2011 at 4:23pm
You are a master of your own art. In-cre-di-ble!
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Posted By: jalonso
Date Posted: 05 October 2011 at 11:04am
Thanks, Qemist that's a very nice compliment.
Update showing bridge and sprite with dialog portrait and ref.


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Posted By: ellie-is
Date Posted: 05 October 2011 at 5:46pm
That bridge. Is amazing. It looks like it`s jumping off the screen.
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Posted By: jalonso
Date Posted: 06 October 2011 at 9:58am
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Posted By: jalonso
Date Posted: 06 October 2011 at 12:14pm
The HUD/GUI is not working as envisioned.
Also, the bridge should have some rails but they look terrible and gets all busy so placing copy in that area will probably have to stay for layout design purposes. Any ideas?

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Posted By: Friend
Date Posted: 06 October 2011 at 1:07pm
it has to be fun being the best pixel artist in the world 
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Posted By: DawnBringer
Date Posted: 06 October 2011 at 3:14pm
The blue dominance still bugs me a bit, maybe you can make the greens a little less blue?
The dark-grey patches in the woman's dress is a little odd.
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Posted By: onek
Date Posted: 06 October 2011 at 4:00pm
agree about the oddness of the grey...
overall i dont really like that woman...
shes much to bulky and the anatomy is pretty off...
tried an edit..
i made her sit again like in the original, i thin u wanted to make her stand... but ya....
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Posted By: jalonso
Date Posted: 06 October 2011 at 4:14pm
yea, I'll need to remake her. The sprite will be standing so she can't sit in the portrait.
@DB, all 7 blues in the palette? Too lum'd or too saturated? All these blues were chosen for the Starry Night screen (which I really like as I think that screen needs to be electric, just like the original) and I'm just trying not to add any colors if possible.
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Posted By: Hapiel
Date Posted: 07 October 2011 at 1:59am
Originally posted by jalonso

[/QUOTEI saw this and was like WTF? These kind of bridges are not to be foun
I saw this and was like WTF? These kind of bridges are not to be found in America right? And then I realized you were mimicking a DUTCH painter ;).
Are these bridges Dutch only, or also found in other countries? You guys should all come surf my couch to experience Dutch Light ;)
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Posted By: Club Beuker
Date Posted: 07 October 2011 at 3:01am
Originally posted by jalonsoThanks, Qemist that's a very nice compliment. Update showing bridge and sprite with dialog portrait and ref.  
When I saw this pixelated pic I thought I was looking at a nomad in the desert. Her hair looks more like a turban than hair.
@Hapiel: I think I've seen a few of thees bridges in Belgium, but yes.. they're mostly dutch. We have a lot of those in North-Holland
------------- Without me, it's just aweso
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Posted By: Qemist
Date Posted: 07 October 2011 at 4:56am
to add to the couch surfing we also have cities that dont have bridges like that, thats where I live and where we dont walk on wooden shoes :D (hehe)
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Posted By: jalonso
Date Posted: 07 October 2011 at 8:16am
Originally posted by Club Beuker
...Her hair looks more like a turban than hair...
I think it is a turban. Is it supposed to be hair? --- So, does the bridge look like a real Dutch bridge? I know its missing the rails and all the ropes and pulleys but as a game platform they simply don't work or look attractive because of the sky and water being so busy. --- Color variations that mostly focused on the 'blues-grey-purple' but forced all other ramps to shift a bit. Top one is the working/current colors.

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Posted By: jalonso
Date Posted: 09 October 2011 at 6:50am
Player sprite options. I think I'm making a player select screen so I'll have a girl version of this guy. The hat seems a little bright on this BG but these colors are the ones that work best across all screens. Black outlines for player sprite seem to be needed. c+c

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Posted By: Gecimen
Date Posted: 09 October 2011 at 8:21am
I don't know, the first one seems to fit much better for it's colors. Maybe a dark-but-not-black outline and same colors would suffice?
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Posted By: CELS
Date Posted: 09 October 2011 at 8:30am
The first one obviously matches the style of the background better, whereas the other ones work better as game sprites in terms of readability. It's a tradeoff, and I'm sure game designers would urge you to use one of the bottom two, or the middle one as a compromise.
I'm with Gecimen. It's a character standing inside a painting. In the first one, he seems to be more a part of the painting. I like that. I'm not even concerned about the outlines.
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Posted By: jalonso
Date Posted: 09 October 2011 at 11:34am
Originally posted by CELS
... It's a character standing inside a painting...
I think this is not the way I want to go at all. If its just bringing bringing the paintings to life then, to me, thats boring and not what I wish to do or envision. I am hoping that VanGogh is instantly recognized but only ref'd not copied. I can see why bringing the paintings to life as static images on an art forum makes for good imagery but games have their particulars too and I want a good mix of both...even if its just a mockup/concept :/
I'm wondering if I should take what I have as a ref and redraw everything with a game development frame of mind using the more painterly scenes I now have as a guide.
Visual Comparison

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Posted By: CELS
Date Posted: 09 October 2011 at 11:46am
Well, I'm not saying that your work so far has only been a Van Gogh copy, cut and paste into a game mockup. But I've definitely been seeing this as the original paintings coming to life, rather than being the reference for a more "traditional" (if you can call it that) approach. For me, the direct recreation was a big plus, as it made the game stand out from traditional adventure games like Indiana Jones, DOTT or Sam & Max. But hey, maybe that's just the way I'm seeing it, and others might perceive the game the way you intended, in the present form.
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Posted By: Hapiel
Date Posted: 09 October 2011 at 11:50am
Originally posted by jalonso
Originally posted by Club Beuker
...Her hair looks more like a turban than hair... I think it is a turban. Is it supposed to be hair? --- So, does the bridge look like a real Dutch bridge? I know its missing the rails and all the ropes and pulleys but as a game platform they simply don't work or look attractive because of the sky and water being so busy. ---
I am quite sure that is hair. I have never seen a turban in the Netherlands ever in my life but this kind of hairstyle could be possible yes.
Please do add some ropes to the bridge, they now look like disfunctioning monuments. Especially the ropes in the middle that go to the bridges are important. http://www.kunstkopie.nl/a/vincent-van-gogh/brckevonarles.html - http://www.kunstkopie.nl/a/vincent-van-gogh/brckevonarles.html http://www.kunstkopie.nl/a/vincent-van-gogh/le-pont-de-langlois.html - http://www.kunstkopie.nl/a/vincent-van-gogh/le-pont-de-langlois.html Furthermore it looks like a Dutch bridge ;)
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Posted By: jalonso
Date Posted: 09 October 2011 at 12:24pm
hmmm, it doesn't look like hair to me at all :/ I think its a turban or scarf over hair?

or, its one of http://www.vggallery.com/painting/p_0036.htm - THESE hats???
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Posted By: PixelSnader
Date Posted: 10 October 2011 at 12:58am
It's quite simple. If it's interactive, it should stand out a bit. Here's a combination of your last 2 images:
As for the bridge, right now it makes no sense at all. You can reduce the amount of mechanical bits, not reduce them. You should at least have ropes connecting the top beams with the street surface, and show 'some' mechanic that allows them to move. I reckon the black rack&pinion should be enough. By having those 4 wires and the R&P, the structure is a lot cleaner, yet technically plausible.
If you MUST remove more, do the rack and pinion, because the wires from the top to the road are essential for the shape and structure of the bridge. They're a part of the basic parallelogram.
references for you: http://www.youtube.com/watch?v=UAfLlD6BY_s&feature=related
http://www.childs-ceng.demon.co.uk/pics/plank.html

Lastly, that woman is DEFINITELY not wearing a turban. It doesn't look like a bonnet either, it seems to be too small. Some googling tells me it's based on another painting by Jean-Francois Millet, specifically this one:
which is clear enough to use as reference, I hope?
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Posted By: jeremy
Date Posted: 10 October 2011 at 1:38am
^so that solves that :P
jal, you often use single pixel detail to depict eyes and other little details in the portraits, which can pop out/look lopsided. Newest colours are looking great, the yellow I've got an arrow pointed at stands out a bit much.
editness, face may be too different stylistically to what you want.

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Posted By: Qemist
Date Posted: 10 October 2011 at 5:38am
Originally posted by Jeremy
^so that solves that :P jal, you often use single pixel detail to depict eyes and other little details in the portraits, which can pop out/look lopsided. Newest colours are looking great, the yellow I've got an arrow pointed at stands out a bit much. editness, face may be too different stylistically to what you want.
The bottom of the bridge has the ropes that should come from the top, this way it cant be lifted at all.
As far as the towel on the head issue: I dont see the problem other then its a little diffrent from the original art, but isnt everything a little diffrent from the original art? Isnt that what makes this unique, and not a copy?
I dont know Jal, I like it all!
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Posted By: jalonso
Date Posted: 13 October 2011 at 1:40pm
Better?

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Posted By: Cyangmou
Date Posted: 13 October 2011 at 1:59pm
Seems to be more the Millet version orf the lady. The dithering at her hat seems at the moment a bit out of place because her cloac isn't dithered at the moment and yeah she looks younger. Your old version had more these kindness, at the moment the farther away eye has to much black and because of this she doesn't look really beautiful, more sick. In terms of colors the new version is definitely the nicer one.
Also the perspective of the new one comes out nicer, maybe it'd be good to scale the last two trees just a touch smaller.
The player sprite could use less black areas to center the sight on it.
However I really like it so far, there isn't much to discuss about.
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Posted By: jalonso
Date Posted: 14 October 2011 at 11:54am
Better?


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Posted By: Friend
Date Posted: 14 October 2011 at 12:19pm
that background with the trees looks quasi-photorealistic. Amazing
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Posted By: seiseki
Date Posted: 14 October 2011 at 12:43pm
Incredible work, I'd pay to play this :D
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Posted By: Cyangmou
Date Posted: 14 October 2011 at 1:04pm
yes definitely better, tjhe next suggestions:
-last tree uses at the moment to mucvh dark tones, it doesn't fade right, i guess it should look more like the flat background trees (maybe with a darker tone), deleting the two darkest tones of it should help.
-And there is a big issue with the lighting, the light comes from directly behind, so there is a difference between the woman and the trees. THe thing is tha tit's for a game so it also depends on reading because of this it's hard to do the rght things. Maybe eliminating the highlights of the face a bit and making it darker, while increasing the brightest areas of the cloak should help. Another idea would be fading the left side of the woman a bit to the background. At the moment the reading is quite good, the light is not so good, I also don't really know how I'd solve an problem like this, maybe letting it is the best thing.
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Posted By: jalonso
Date Posted: 14 October 2011 at 1:15pm
I'll work on her some more with this update then, thanks :) Those are not trees they are wheat bundles. I see what you mean about receding the 2 back ones. The portrait and payer sprite will cover those two wheat bundles so I'll clean it up when I add the sprites.

I also thought about what you point out in the portrait. My thinking is that the play area is its own world where the lighting ever shifts because I'm blending day to night in most screens so I have to use a lot of creative license with lighting, yet make the player sprite work thru all screens.
The HUD/GUI/portraits are on its own 2D plane over the play area and thus can have its own lightsource. I think this will best allow me to make use of VanGogh's portraits that are much closer to the real art and allow all BG art to be suggestive of his art as I want to have some of his 'paint daubs and strokes' be seen too.
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Posted By: jalonso
Date Posted: 14 October 2011 at 6:17pm
Her hand is being a nightmare :( Talking icon looks silly and a mouth even worse...ideas?

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Posted By: jalonso
Date Posted: 16 October 2011 at 9:10am
Old woman hand update HUD/GUI update New girl portrait Recolored/tweaked church screen using new palette

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Posted By: Stratto
Date Posted: 16 October 2011 at 11:22am
I think the girl's anatomy can be improved
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Posted By: jalonso
Date Posted: 17 October 2011 at 6:08am
I am unable to decide about anatomy for this project. VanGogh was not formally educated and all his works display anatomy flaws. I am following his paintings but anatomy keeps being brought up.
@Stratto, what seems wrong to you?
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Posted By: Qemist
Date Posted: 17 October 2011 at 6:47am
the flaws are what makes the art. If you want accuracy buy a camera and take a shot..
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Posted By: jalonso
Date Posted: 17 October 2011 at 10:58am
Brand new girl with a more realistic torso proportion and greener skin.

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Posted By: Stratto
Date Posted: 17 October 2011 at 12:56pm
Originally posted by Qemist
the flaws are what makes the art. If you want accuracy buy a camera and take a shot..
I just meant that it can be better, seeing as its not on par to the other sprites.
@Jalonso I think making her waist bigger and her breasts smaller would help. It's all coming out really cool!
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Posted By: showtime
Date Posted: 17 October 2011 at 1:02pm
I think this version of her is way better, but I hope you're planning on adjusting either the skin colour or her blush somewhat,cause they're buuuurning each other right now.
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Posted By: jalonso
Date Posted: 17 October 2011 at 2:03pm
I don't understand if these c+cs are for human form, anatomy and colors in general or c+c based on the original painting.
 
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Posted By: Lathien
Date Posted: 17 October 2011 at 2:49pm
I think the only problem with the girl anatomy-wise is that her stomach area needs to be much wider. I don't think you should have the gap between the stomach and the arms where you can see through to the background.
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Posted By: onek
Date Posted: 17 October 2011 at 3:13pm
her waist way too small
her breast could be a wee bit lower
the arms are too wide
maybe head is slightly too big
something about like so:
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Posted By: jalonso
Date Posted: 20 October 2011 at 11:12am
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Posted By: onek
Date Posted: 20 October 2011 at 3:41pm
Posted By: jalonso
Date Posted: 20 October 2011 at 4:00pm
The stiffness of the arms, right? I swear that painting is an anatomical nightmare ref. --- @the Netherdutchllaindaise, What kind of bag would a kid use? Is there a wooden bag or something? I seek the inventory icon and a regular backpack may be wrong.
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Posted By: Cyangmou
Date Posted: 20 October 2011 at 4:32pm
THe woman don't really looks like a woman at the moment. I'd say that the shoulders are ot th emoment to big and to broad (arms are also very stiff), she don't really look like a woman. Maybe it's because the drapery of the arms is at the moment to strong and this destroys the gentle woman form. The boobs are imo also an touch to high. Maybe it'd be also an good idea to underline the waist a bit with shading to underline the woman forms even more.
A more woman pose could also help (like holding her hat with one hand if you want to change the concept that much, but she is standing andd not sitting because of this the reference don't really works for the arms).
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Posted By: jalonso
Date Posted: 21 October 2011 at 11:29am
I think she needs to look like the painting above all. In this update I traced her pose and sat the sprite on a bench.
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