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Dark Soul, beat em all Demake

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=21177
Printed Date: 24 February 2026 at 3:49pm


Topic: Dark Soul, beat em all Demake
Posted By: Mr_Hk_
Subject: Dark Soul, beat em all Demake
Date Posted: 30 January 2015 at 6:03am
hey !
After countless years browsing pixeljoint, i finnaly post something here.

So here is my first project here:
A dark soul 1 demake, trying to focus on thinking about a slow paced beat em all, sugest game mechanics, but remains illustrative (i want to avoid tiles and sprites, a street fighter kinda look).

640x360px
62 colors



Any feedback would be great, my eyes are bleeding right now...





Replies:
Posted By: jalonso
Date Posted: 30 January 2015 at 6:30am
Looks good.

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http://www.pixeljoint.com/forum/forum_posts.asp?TID=9378&FID=6&PR=3 - PJs FAQ <•> http://www.pixeljoint.com/forum/forum_topics.asp?FID=6 - Sticky Reads


Posted By: RebeaLeion
Date Posted: 30 January 2015 at 6:33am
looks super good.


Posted By: skittle
Date Posted: 30 January 2015 at 7:39am
Looks super awesome good.


Posted By: DrTripwire
Date Posted: 30 January 2015 at 9:58am
Looks super awesome fantastic good.


Posted By: Bcadren
Date Posted: 30 January 2015 at 1:56pm
I'll pile on with everyone and say this looks excellent. But I have to ask...are you planning on animating this? At this detail level? By yourself?

Even if it's to be an obvious demake; with that kind of workload (if I were you) I'd change just enough that it's your own IP (instead of exactly the same characters) and contract a team to help you. That kind of project with a dozen spriters, a couple programmers and the possibility of profit is...a lot more likely to be completed than that kind of project with just you.

[That is if you actually wanted to make the game and not just a mockup.]


Posted By: Hapiel
Date Posted: 30 January 2015 at 2:09pm
You've surely chosen an awesome project for your first PJ post!
Welcome :D

Yes it is great. Now for the feedback:

The sword looks bad. Why does it have a second cross guard? Also, this kind of shading creates not so pretty banding. More importantly, the pose, how is he supposed to carry his heavy sword in this position? Even if he could hold it up, it is a weak position that is not threatening at all. Rather have it up straight for example.

The GUI bars seems boring. It is annoying how it distracts the eyes from the battlefield with its extreme values, and the bars could perhaps use some more fantasy.

What is the green thing in the bottom right corner going to be?

It is hard to understand the form of the floor. Around the knight sprite it is fine with the subtle texture, but behind him it seems to elevate, and randomly spots are very bright or dark compared to their surroundings.

Speaking of form, some of the skulls are very nice, but the bottom and right one are very flat..
Sword design is really awesome btw! But since the bones do not seem highly reflective the extreme red reflection of the fire seems overdone. On the skulls it works much better!

Well, those are some of my ideas, feel free to use or ignore them :)
Good luck!



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Posted By: Mr_Hk_
Date Posted: 30 January 2015 at 3:11pm
Thanks guys ! i'm pumped by your cheers =)

http://www.pixeljoint.com/forum/member_profile.asp?PF=42664&FID=8 - Bcadren > Actually it's mostly a illustration, trying to suggest more than really moking up/ setting up the sprites.
So don't worry, i wouldn't start such a fan cover as a real game. i just cant imagine the workload of animated every move set for every weapon of this awesome game (which inclued for each weapon : one hand atk, dual handed, parry, block , poise break and so).


http://www.pixeljoint.com/forum/member_profile.asp?PF=8980&FID=8 - Hapiel > Thanks for those feedback, i was craving for those !
You're right about the weapon/stance. I'll try to adjust the size of it and ad some weight to fix the posing.
For the UI, i've tried to stick to the actual ui...which is kind of boring in a sens. I like the sobre aspect of the original but the high saturation/value on mine my be to strong without adding any particular design.
Also agree about the grounds and the bones sword reflexions, i'll refine them !
The green blobby thing is a blood stench with your "past soul" upon it. this is a core mechanic of the game. I'm not satisfied with it yet neither.

Again,  thank you for the feedback !



Posted By: 8 Bit Dreams
Date Posted: 31 January 2015 at 6:00am
My 2 cents I think the scale of your hero to Nito is wrong make the hero smaller it'd make the battle look more epic. The hero makes the cave seem dwarfed, which that arena is anything but. There is another Dark Souls remake on the web which would make for great reference.


Posted By: Mr_Hk_
Date Posted: 03 February 2015 at 1:07am
http://www.pixeljoint.com/forum/member_profile.asp?PF=49229&FID=8 - 8 Bit Dreams > Thanks for you cents  ! I've adjust the hero's size a tiny bit. I'can't really make him that reallistic small if i wanna keep the "beat them all" style. Same goes for the cave, i had to put a roof / soil in order to give the claustrophobic feeling of this room.
And yes i do know the awesome demake by Cyangmou and wolfenoctis  ( http://wayofthepixel.net/index.php?topic=15495.0 ), for sure this image had given me inspiration for doing DS demake  =)


So here is the update !

adjust chara posing and sword :


also tried a wooden UI, refined the soul retrival green blob, reduce sword's fire high lights.


And finaly added some "god rays" to simulate the casting light mechanic (which btw is a easter eggs pissing of  Nito ^^ )


Feedbacks and critics always welcomed  !




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