- Viewing Profile: Posts: SethPaxton
Awesome job so far everyone! Please give us your feedback on how our article efforts are going. We still need more finished articles for our May contest theme: Remake the Classics
About Me
I am a web designer, indie game developer, artist, writer and husband. My latest project can be found at rawdev.tumblr.com
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In Topic: Starting out with tile graphics
05 November 2012 - 03:07 PM
Kiwinuptuo has some of the best tutorials on low-resolution art, check out the one for rocks and tiles and you'll see what I mean. There's also the handy thread at the top of Visual Arts that has some good tutorials. If you want I can give you an in-depth explanation of tilesets with an explanation of the ones I've created for my current game, but I think these are enough to get you started. Good luck!
In Topic: I need feedback for the art of my game
26 October 2012 - 08:25 AM
Your sprites aren't bad - I love anything sci fi so I'm a little bias but I'll give you my opinion. The variation in size of planets is accurate but I'm not sure how well it would show up in-game, I would echo the other comments that a screenshot mockup would be useful in seeing how these elements are going to be laid out and displayed. I don't understand what the long green bars are for; is that your background? I think it would be easier if you were to arrange these graphics as you would put them on a sprite sheet. How much graphics programming are you planning? It would be a lot simpler to have a filled and an empty health bar and then hide the percentage that you've lost, it's more programming but only 2 sprites. I hope to see improvement on these (:
In Topic: What size for assets for mobile games
19 October 2012 - 07:33 AM
There is some great information in the above posts so I'll just let you know what I do: working on 2d mobile games I optimize for android. For each level I use a 4096x4096 sprite sheet that is divided into areas for 32x32, 64x64, etc. This single sprite sheet does not take a great amount of time to load (anywhere from 4 to 16 seconds, depending on the phone) and once it's loaded all of the sprites are available without the need to load or bind anything else. I keep the number of colors down (128 typically) and export them as .png files which usually results in a file size of 300kb - 750kb.
I hope this helps, good luck!
I hope this helps, good luck!
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