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The pixels of Twitchy Thrones

Posted by Demosthenes, 05 December 2013 · 498 views

Twitchy Thrones is the first game where I'm trying my hand at pixel art. Fold took advantage of Retina iPhone's resolution of 1136x640 by making all the art vectorial and creating resources for both hi and low resolutions. In Twitchy Thrones the pixel resolution is always 568x320, cropped to 480x320 in devices prior to iPhone 5.

Twitchy Thrones is an ultra-fast strategy game where you control knights, sending them to conquer enemy territories or defend your own. This is the first knight pixel art (2x actual size):

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And this is the first knight pixel art in the first map:

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I couldn't see it at first, but the knights were too small and hard to tell from the background. Eventually I went back to Photoshop the drawing board (2x size):

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Some time after the second attempt I found myself thinking it could look better. It still looked too small and the contours were not very defined. So came the third and latest attempt (2x size):

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And a screenshot of the game at the moment on an iPhone 4s:

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The map's landmarks, such as the bridges and the trees were also modified to reflect the knight's size change. Contours were also made more visible with darker colors.

What did I learn from this? Perception changes over time (duh!). A seasoned artist would be able to point the flaws in the first attempt right away, but I could only do it weeks/months later. Obviously even the art I have right now is flawed but for now I reached the point where I don't know how to significantly improve it.




I like the pixel art sprites, nice work!

A second set of eyes are always a great thing to have on a project. :)

How are you going to do collision detection with the bridge? Looks complex.

How are you going to do collision detection with the bridge? Looks complex.

 

I'm not. :) The knights move on pre-established paths between rally points. Here's a screenshot of the level editor:

 

LevelEditor.png

A simple method for a complex problem.

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