• Advertisement
Sign in to follow this  

Sprites

This topic is 1257 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Here is the spritesheet so far for a game I've been working on

spritesheet-4.png

The axe, stone textures, and fire balls are all edited mario sprites (I'll try to change that at some point), the rest is my own or my friend's.

I'm looking for advice on how to improve the castle, and the backdrops. Other suggestions are also appreciated. Thanks!

Share this post


Link to post
Share on other sites
Advertisement

I observed and analyzed your example image and I noticed some aspects of it that I would change.
[...]

 

That was a really excellent post, thanks for taking the time to share it!  Have you ever thought about writing up an article with some generalised tips on properly researching and designing an art style?

 

 

...and to also contribute something meaningful and relevant to the topic, you might find some good tips in The Total Beginner's Guide To Better 2D Game Art. :)

Share this post


Link to post
Share on other sites

@Kryzon Thanks so much for your detailed reply! I was aiming however for a SNES style of 8-bit art, and the screen size I am working with is only 318x218. The example backgrounds you provided are way too detailed for my liking. I love what you did with the tree however, and I will take your advice with my backdrops. The castle is interesting, and I will probably use something like it. Thanks again for your time!

 

Here is a mockup, note that the background more washed out than in the original post:

Mock.png

Share this post


Link to post
Share on other sites

Have you ever thought about writing up an article with some generalised tips on properly researching and designing an art style?

That's a good idea Jason, I'll keep it in mind.
 

Here is a mockup, note that the background more washed out than in the original post:

To me it looks improved that way. It feels much more deep.

That mountain range backdrop with the purple sky has those separate layers that you can play with some atmospheric perspective.

backdrop_example.png

If you were doing a more modern visual style you could also blur the deeper layers to add a "cinematic depth-of-field" quality to it. The effect looks like this, with deeper objects slightly out of focus (though you can also do this with extremely close objects). The game Limbo uses this effect to a great extent. But I digress.

Share this post


Link to post
Share on other sites

@Kryzon, Thanks again for your help. I think with the more faded backgrounds, and the new castle I'm working on, the game is looking much nicer!

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement