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Prinz Eugn

Member Since 22 Jul 2005
Offline Last Active Today, 02:22 PM
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#5061890 Pixel art for my RPG game

Posted by Prinz Eugn on 14 May 2013 - 03:56 PM

I think you're asking two different things here: a critique of the artwork and a critique of the gameplay. I think you would get a better response if you got a moderator to move this thread to the Visual Arts forum, and then made another thread here asking more specifically about the gameplay.

 

As for the pixel art, I would say it's pretty good, although I would make the swords higher contrast so you can see them on mid-tone backgrounds, and that the blue hair is way too close to the blue mage's outfit.




#5059849 need help with a software logo please :)

Posted by Prinz Eugn on 06 May 2013 - 04:57 PM

If you're that desperate, just mess around in Word or Powerpoint with text effects, and take a screenshot or use the snipping tool. Hours before your project is due is not the time to learn how to do something completely new.

 

Or just google the name of either of BagelHero's software suggestions with "logo tutorial".




#5059845 Why don't people use direct top-down sprites

Posted by Prinz Eugn on 06 May 2013 - 04:43 PM

For characters (people rather than vehicles), top-down looks very unatural since you almost never see humans from that perspective in real life... or anything for that matter. In pure 2D it's also extremely hard to create a sense of depth ("Is that square a different floor tile or a pillar? Guess I'll have to run into it to find out..."), so getting the graphics to integrate with the gameplay can be a challenge.

 

Have you looked into pre-rendering sprites? That's how most games that have a 3/4 or isometric view deal with the issue of animating from every angle. If you don't want to do that, I would just roll with pure top-down and be careful about making sure there are visual cues to the player about what's a wall, what's a floor, what's a pit, etc.




#5056758 AI Bots- Why are they hardly used anymore?

Posted by Prinz Eugn on 25 April 2013 - 05:12 PM

Even today, bots would be a fantastic feature to have. In modern shooters, it would be nice to be able to practice with the ludicrous amounts of unlockable weapons/perks/accessories (and combinations thereof) instead of getting slaughtered in multiplayer until you get a hang of them. Or to practice on a new map before facing other humans on it...

 

I stopped playing Battlefield 3 partly because the initial multiplayer learning curve was absolutely tortuous, and getting smoked by experienced players over and over just wasn't worth the eventual payoff in my mind... which could have been avoided if I had a better handle of the basic dynamics of the game by playing bots. Which is actually exactly how it worked for me in Battlefield 2.




#5055123 2d tutorials and learning resources

Posted by Prinz Eugn on 19 April 2013 - 08:44 PM

Color

http://www.colormatters.com/color-and-design/basic-color-theory

 

Basic color theory

 

http://colorschemedesigner.com/

 

Automated color wheel for picking color schemes. Built for web designers but useful for figuring out basic color schemes.

 

http://www.evolutionarydesigns.net/blog/2010/08/27/color-palette-generators/

 

Big list of other color palette designers.

 

Perspective

http://perspective-book.com/drawing-painting/perspective-draw-tutorial-vanishing-points.html

An alternate explanations of how vanishing points work.

 

 

Figure Drawing

http://www.idrawdigital.com/2010/04/tutorial-foreshortening-tricks/

 

Some tricks for foreshortening in figure drawing

 

http://www.idrawdigital.com/2009/01/tutorial-anatomy-and-proportion/

 

Basic human proportions

 

Lighting/Texturing

 

http://www.androidarts.com/art_tut.htm

 

Lots of stuff, but especially good tips on lighting and how to light textures

 

Pixel Art

http://www.pixeljoint.com/forum/forum_posts.asp?TID=11299

 

A good intro to pixel art, but I have to caveat it by saying Pixel Joint is kind of picky about how they think things "should be" done. Limited color pallets and pickiness about tools isn't that necessary, especially when you're doing hundreds of game sprites. Plus they like the hue shift the crap out of everything.




#5053679 Location POIs

Posted by Prinz Eugn on 15 April 2013 - 08:31 PM

Like literally anything interesting that could be included as a landmark? I'm not really familiar with the genre. Also, what level of civilization?

 

I would figure out some representative civilizations for your areas (jungle and tundra or however you frame it) and look at the wikipedia articles, then make  go through their respective galleries on wikimedia commons (which are generally linked from the main article in a little box near the end of the wikipedia articles). So for example look at Maya then look at the Category:Maya on wikimedia commons, which should give you some unique looking stuff like this: http://upload.wikimedia.org/wikipedia/commons/5/5f/Plaza_of_the_Seven_Temples_-_Structure_5D-94.jpg.

 

Other randoms things:

  • Well (water source)
  • Swimming hole
  • Dock/boats
  • Big Old Sacred Tree of Holiness or Whatever
  • Graveyard
  • Sacred sites 
  • Jungle clearing (meadow)
  • Tree house



#5050389 Ideas for a HUD (Human City Builder Darkages, hightech)

Posted by Prinz Eugn on 05 April 2013 - 01:12 PM

I dont think that hybrid gui works very well...

 

No yooouuu!! Yeah, I agree, it didn't work very well. I think a futuristic one is a better bet having tried the hybrid. I also agree with Sunandshadow, corporate branding should be everywhere, whether it's a satirically goofy character or something more sinister.




#5048389 hopeless at art, heres my image.

Posted by Prinz Eugn on 30 March 2013 - 02:56 PM

I agree that the main issue is that you're laying down values without thinking about light sources. Light has to come from somewhere. Arbitrarily making something brighter or darker does not work well. Other than that, I think you are doing pretty well.




#5044992 Creating 2d chars with photoshop vs illustrator

Posted by Prinz Eugn on 20 March 2013 - 02:37 PM

Hello, here are two quick and dirty articles you can look over and see whether raster or vector is better suited to what you want to do:

 

Raster: http://www.gamedev.net/page/resources/_/creative/visual-arts/better-programmer-art-r2594

 

 

Vector: http://www.gamasutra.com/blogs/ChrisHildenbrand/20111015/8669/2D_Game_Art_For_Programmers__Part_1_updated.php

 

For detail I would lean towards raster (Photoshop or GIMP)




#5044728 Would you play game like this? [RPG]

Posted by Prinz Eugn on 19 March 2013 - 05:58 PM

Sounds more like 2D Minecraft to me, and really fun (fun art, too).




#5043897 Most Confusing Art Techniques?

Posted by Prinz Eugn on 17 March 2013 - 01:47 AM

Hey guys, I'm in the process of finishing an article about art techniques every 2D artist should be aware of aimed specifically at non-artists, i.e. programmers who sometimes make their own art. My question is to all you non-artists out there: What are the most confusing art techniques to you? Why?

 

What in particular strikes you as being difficult in drawing or creating 2D assets? What techniques do you see people using that are beyond your comprehension?

 

So far I'm addressing the following issues in my article (feedback appreciated on these as well):

  • Form/Shape
  • Perspective
  • Contrast/Depth
  • Shading/Lighting
  • Color
  • Anatomy/Proportions
  • Animation

For this one I'm not really focusing on software ("what is the best software????!!") or technical particulars, those are hopefully things that will be addressed in future articles.

 

Thanks!




#5043594 Creating better game art

Posted by Prinz Eugn on 15 March 2013 - 09:46 PM

I am actually in the process of writing an article about how to get started creating 2D game art for this site, but you would probably also find these articles useful (assuming you haven't read them):

 

Better Programmer Art: http://www.gamedev.net/page/resources/_/creative/visual-arts/better-programmer-art-r2594

 

2D Game Art For Programmers: http://www.gamasutra.com/blogs/ChrisHildenbrand/20111015/8669/2D_Game_Art_For_Programmers__Part_1_updated.php

 

I would like to add, the better your knowledge of basic drawing and the more practice you have, the better your outcome will be.




#5042904 Art Foundation

Posted by Prinz Eugn on 13 March 2013 - 05:25 PM

I'm actually in the process of writing an article that addresses some of these issues, but that doesn't help you right now. I will say that one of my sections is titled "Three P’s: Pencil, Paper, Practice." The next section is titled "Three Additional P’s: Practice, Practice, Practice."

 

Practice is definitely the most important thing, but I will say that you're going to get way more out of it if you have read up on the following principles:

  • Perspective
  • Proportions/Anatomy
  • Lighting/Shading
  • Texture

I see people far too often who are otherwise technically good fail at those basic things, and it's much easier to get started the right way than make the wrong way a habit. The http://www.androidarts.com/art_tut.htm link of BagelHere's looks like it has a pretty good overview of texture and lighting/shading.

 

I would also strongly recommend looking at basic art classes (although consult with teachers about what the classes will actually be about since course catalogs are super obfuscated) since that'll take care of the practice part (since if you don't, you fail the class) and give you a lot of tips and feedback as you go along and be a thousand times better than any online/DVD/book tutorial.




#5042120 critique my Ghost Animation please :)

Posted by Prinz Eugn on 11 March 2013 - 06:14 PM

Hello Forzaken,

 

I think you're putting too much detail into the animated part and losing sight of your ghost as a whole. It looks really incomplete- the animated part looks kind of lost with the rest standing still. I think you're also approaching the animation in the wrong way; you could spend a lifetime trying to track all the ripples. 2D animation can be very time consuming, so it's best to avoid really complicated textures like that (cartoons look cartoony for a reason).

 

Along with avoiding animated textures, focus way more attention on having an outline that moves (here you just have the bottom moving). Maybe have his tail end move in and out like he's inching along?

 

You might want to check out this page for an overview of some animation principles: http://minyos.its.rmit.edu.au/aim/a_notes/anim_principles.html ( Animation Notes #6 has some good stuff on key frames, too). Keep in mind not all of it is relevant for game animation, though.

 

Good luck!




#5042090 where to get started?

Posted by Prinz Eugn on 11 March 2013 - 04:51 PM

I agree with BagelHero, and here are my thoughts:

 

Take art classes, especially if you don't have previous experience. They will help you with the basics of seeing things from a creator's standpoint and make you practice, which is the real key to being very good.

 

I would strongly recommend learning to draw, since it will give you a pretty strong foundation to work from and will always be a useful skill.






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