How do I achieve these type of Graphics?
GDNet+ - Reputation: 4438
Posted 16 August 2014 - 05:01 PM
Draw the art in a program of your choosing.
Put the art into a suitable game engine.
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Crossbones+ - Reputation: 1689
Posted 16 August 2014 - 05:14 PM
I could be wrong, but I seem to remember this exact thread a few months ago?
I have found the original thread, although it is slightly different, but answers may be useful:
Also, the same poster of that thread made some attempts at replicating the art, and there are some good tips on that thread
Edited by dsm1891, 16 August 2014 - 05:24 PM.
Mobile Developer at PawPrint Games ltd.
(Not "mobile" as in I move around a lot, but as in phones, mobile phone developer)
(Although I am mobile. no, not as in a babies mobile, I move from place to place)
(Not "place" as in fish, but location.)
Crossbones+ - Reputation: 2604
Posted 16 August 2014 - 06:32 PM
It appears that the graphics in the link you mentioned are created using pixel art. The artist picked a limited color palette of of grey and red colors. It looks like there might be some pixel shaders or just a semi-transparent image for the red lights. The foreground layer looks slightly blurred and as if its pixels are a bit stretched... this was probably done using a pixel shader. It also looks like there is a scanline/CRT pixel shader effect applied: http://filthypants.blogspot.com/2012/07/customizing-cgwgs-crt-pixel-shader.html
http://www.gimp.org/ is a free program for creating pixel art.
Typically to preserve transparency you will save your characters and HUD elements (score, lives, ect) as PNG files. Backgrounds can also be PNG or JPEG as long as the rendering artificats caused by JPEG compression aren't noticeable for your game. If the background contains pixel art and is low resolution it is best to use PNG but if it is a large image with lots of colors/high resolution then JPEG is probably better due to the file size.
You can start by making some sketches and mockups of your ideas. Then you can determine the games resolution and color palette. You would then draw out the characters and shade them, draw the backgrounds, draw the HUD, and draw the other level elements. You would put all of those things together, add some pixel shader effects (optional), and you would have a start.
Edited by shadowisadog, 16 August 2014 - 06:37 PM.
Members - Reputation: 209
Posted 16 August 2014 - 09:57 PM
They're using a level editor on the background and foreground. Look one up such as tiled, or find a game engine that uses a tiled level editor. All those squares in the background are just repeated tiles. It saves a lot of memory and file size.