Jump to content
  • Advertisement

Volnaiskra

Member
  • Content Count

    9
  • Joined

  • Last visited

Community Reputation

159 Neutral

About Volnaiskra

  • Rank
    Newbie
  1. Volnaiskra

    Which hairstyle looks best?

    It really depends on the vibe of the game and the character.   1, 4, and 12 are goofy, and wouldn't fit a serious game, but would suit a fun and wacky game very well. 9 would work for serious.   Most of them look modern (except perhaps for 1), so if it hasd to feel authentic, it'd have to be 1.    5 and 6 have the most appeal to me, but that might just be because I'm a witcher fan ;)   I can't take the dude in 11 seriously :P
  2. Volnaiskra

    Where do I start as a 2D artist?

    Much of the time, you'll be able to create the graphics in whatever tool you like. Or, you'll do the bulk of the work in one program, then transfer the nearly-finished assets to some other program.    One question you need to ask yourself though is are you going to be animating? If not, then just stick with Photoshop or whatever drawing program works for you. I personally like Photoshop, and do the majority of my game's graphics (which you can see in my sig - that's all in-game graphics) in that.    If you are going to be animating, then that's more complicated. Game animations, broadly speaking, can be pre-rendered or procedurally generated. I prefer pre-rendered, but both have their pros and cons. If you were to end up working on procedurally animated characters, then you might end up working in a program like Toon Boom Harmony, Spine, or Spriter. There, you'd create the individual bits (limbs, clothes, etc.) and rig them for export into the game engine.    If you were making pre-rendered animations, then you probably couldn't do much better than learning Toon Boom Harmony. It's used by Disney, among others. With Harmony, you draw your graphics straight into Harmony using its excellent (and quite natural-feeling) vector tools. Then you rig it and can export as PNG sequences that can be imported into game engines   If you want to learn Toon Boom Harmony, then I highly recommend the digitaltutors range of tutorials: http://www.digitaltutors.com/software/Toon-Boom-Harmony-tutorials
  3. Volnaiskra

    Sprites question

    I trust you feel better now that you got that out of your system :)
  4. Volnaiskra

    Sprites question

    If you're going to succeed at this, you're going to have to get comfortable with getting your hands dirty. Trial and error is unavoidable. Try placeholders out, like latch says. Also, open some successful iOS games and see what they use. Extract the actual graphics files if possible, or else take screenshots and measure them in photoshop.    But I'll try and get you started. Though please note that I'm not actually in iOS user, so I might have gotten something wrong.    First off, as a general rule, bigger is safer. If you change your mind down the track, it's easier to shrink your graphics than it is to enlarge them. In normal (non-pixel-art) graphics, it's totally trivial to shrink them when exporting, and I usually like to work at huge sizes, because it's easier, and gives me more flexibility.   But since you're doing pixel-art graphics, that complicates it a bit, as you can't just shrink sprites arbitrarily without losing the pixel-art look. However, if you shrink a sprite by a factor of exactly 2 (eg. 128--->64) using "nearest neighbour" filtering, that might give satisfactory results.    Also, I'm a big Photoshop fan, but I doubt it's the best tool for pixel graphics, due to the automatic anti-aliasing of many of its tools.    As for your question about dark/moody sprites, I think that's just a subjective issue rather than a hard rule. Though I do imagine that a tiny 32px sprite would be too cartoony and cute to be able to convey much moodiness (or much of anything, really - 32px is miniscule).   Anyway, let's look at sizes.   Remember that different iOS phones have different resolutions and pixel densities. www.screensiz.es is a good resource that outlines all the different formats. So, your game will always look different depending on what version of the iphone the user has. For example, the newer iphones have double the pixel density of the older ones. But, let's take the iPhone 6 as an example, as that seems a logical place to start. Though in reality, by the time your game is finished, there will probably be newer and higher-res iphones available.     The iphone 6 is 750 x 1334px. I've made a mockup for you. which shows exactly how big 32px, 64px, 72px, and 128px graphics would look on a 750x1334px screen. This forum won't let me link to a png file, so please paste this address into your browser, but replace the asterisk with a dot: pasteboard.co/17MFF8Up*png  Personally, even 72px looks too small to me.    If you want the PSD, you can PM me. But I don't come here that often so you'll probably get a quicker response if use this form to contact me.     It's important to distinguish here between what size you work at, and the final output. The iphone has very dense pixels (though not as much as Android phones). So for a pixely look, you'll have to double, quadrouple, or even octuple your graphics, so that the pixels look like big visible squares. So, you might design a sprite at 32x32, but then you might quadruple it (using nearest neighbour to avoid antialiasing), so that you end up with a 128px x 128px file that looks like a 32x32px sprite.       Now, a word about "72 pixel per inch" (which is what you mean when you write resolution of 72 - take a closer look at the Photoshop new file dialog, to the right you'll see the dropdown that specifies whether you mean 72 pixels per inch or centimetre). Forget about it. This 72 ppi nonsense doesn't mean anything, and never did. It's something invented by print designers who couldn't get their head around the fundamentally different paradigm of the screen. You need to think only in terms of pixels.    What you type into that "pixels per inch" field in Photoshop doesn't really matter. You could type 1, or 5000, and it wouldn't actually affect how it's displayed on the iphone. But you may as well type 326 there, because that's the actual "pixels per inch" of the iphone 6, as you can see on www.screensiz.es. Again, typing 326 doesn't change how it'll display (an iphone 6 will always display at 326ppi no matter what), but it will change what you see in photoshop when you choose View\print size.   If you tell Photoshop that you're using a ppi of 326, then doing View/print size will try to display your file at the actual size of a real-life iphone 6. That's handy, though it's only an approximation, since Photoshop has no way of knowing how large your monitor is (and therefore how large each pixel is), so it can't actually calculate the pixel density with precision. 
  5. Volnaiskra

    Use gimp instead of Photoshop

    Gimp is probably just fine if you're just starting out.    My in the mean time very old version of Photoshop (and no, I'm not going to support Adobe's current SaaS customer scam)      This really is a misconception. It really isn't a bad thing if you do the math.   Of course how worthwhile it is will be dependent on what type of user you are. If you're a casual user, Adobe is pretty much forcing you to pay like a heavy user. But if you are a moderate to heavy user, chances are the new pricing is actually cheaper than before.  In the past: the complete Adobe Suite cost about $2500 (and if you were anything like me, Adobe's shitty package options meant that the Complete Suite was the only one that had everything you wanted) Today: The whole suite is $50 a month, which is $600 bucks a year (or $10/month; $120/year if you only want Photoshop). In other words, the old model only becomes economically preferable if you hold onto your software for, say, 5 years. Which of course you can do, but that comes with a bagload of disadvantages: you miss out on the new features, you don't get all the bugfixes, and when you do eventually upgrade, it's a major hassle. Also (and this one is significant for indies or young people just starting out), you have to fork out the full price upfront.    I've used every version of Photoshop since version 7 (2002), and I can definitely say that I wouldn't want to use a 5-year old version of Photoshop. For me, the greatly improved vector tools in CC alone were worth the price of entry.    By the way, I'm no raving Adobe fanboy. There are things about the company that annoy me, and I've left more than one angry post on their support forums. But in terms of economics and convenience, I've found the CC model to be pretty fantastic actually. 
  6. Volnaiskra

    Do I need a 3D model artist and illustrator / artist?

    A good rule of thumb for figuring out how long a project will take: Figure out how long the project will take Multiply that by ?   I personally like your approach of hiring some experienced people and getting them to do the heavy lifting, though I think Gian-Reto makes some good points about the risks. But making a financial commitment this way, while risky, is also likely to make you lift your game and motivate you to learn fast. Which you wouldn't get if you were just doodling on something in your spare time.    If I were you though I'd try and really hone in on one area and make that my own. What do you ultimately want to be? A level designer? A writer? A Producer? A game programmer?    I also think buying readymade assets wherever possible is a good idea. It'll be quicker, cheaper, and quite possibly better quality than what you'd get otherwise. At the very least, buy some cheap models to use as placeholders. You really shouldn't be doing anything resembling finished art until the game engine and gameplay systems are well under way. Otherwise, be prepared to spend a lot of time and money redoing stuff when things don't go quite as planned and new problems/ideas/features/requirements pop up.   To answer your initial question: yes, you'll need concepts on paper. Ideally, you'll want the concepts drawn by someone who understands 3D modelling and lighting, and its inherent strengths and limitations.
  7. Volnaiskra

    font for RPG game

    You have to be careful with freeware fonts, especially if you're going to be using them for body text or at small sizes. A LOT of work goes into making a good font. Not just the design of the actual glyphs, but the hand-kerning of thousands of individual pairs, autohinting, ligatures, and other exotic things like that. Some freeware font authors do a sloppy or non-existent job in those areas. Though of course there are high quality freeware fonts as well. You just have to be careful, and be prepared for some trial and error, that's all.    If you have even just a modest budget, you can consider looking into paid fonts, that you know will be guaranteed to look good in all situations. Some fonts cost many hundreds of dollars, but not all. For example, Futura Medium Condensed, which is the font that Skyrim uses, can be had for about $30. 
  8. Volnaiskra

    Good Reading for Game Artists

    posted in 2006? I didn't know they had the internet back then :p
  9. Volnaiskra

    Best software 2D animation

    Toon Boom Studio is good. It allows the simultaneous use of a number of techniques, and is used by many professional cartoon studios. It's what I use. 
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!