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890618 Posts in 33507 Topics- by 24748 Members - Latest Member: CherrySlug

June 17, 2013, 07:39:42 PM
TIGSource ForumsDeveloperFeedbackDevLogsThe Archer
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Gabriel Verdon
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« Reply #1440 on: April 04, 2012, 02:28:03 PM »

Oh yeah, woops Durr...?



Note the pixel resolution is twice as big in the new one.


I liked the old style. I get your concern but I think this is way too far in the other direction. Also those legs don't look human, and he looks like he's about to fall on his face. Also fuck those colors. Yeah I don't really like anything about new this one, tbh :X

Yeah, I see what you mean about the legs - I'll definitely fix those. What about the colours do you not like exactly? They are pretty much the same except brighter (the yellow will probably go though, I just chose it randomly).

Regarding the style, I don't think I really went in the opposite direction. The only thing I did was widen the head so you can actually see a facial expression, which is something that I think is really important for conveying charm and personality, and I was lacking in the old sprites, especially with how far out I had the camera.
« Last Edit: April 04, 2012, 02:41:02 PM by Gabriel Verdon » Logged

Aquanoctis
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« Reply #1441 on: April 04, 2012, 02:48:02 PM »

With regard to the colours, I think it's just that they're too saturated. And whilst I agree with you that a facial expression is important to convey charm and character I think you may have actually lost the charm and character that your original sprites already had. Thems me thoughts anyways.
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Geoffrey
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« Reply #1442 on: April 04, 2012, 02:50:04 PM »

Quote
They are pretty much the same except brighter
That's why ! This red is too red, in my opinion

Quote
The only thing I did was widen the head so you can actually see a facial expression, which is something that I think is really important for conveying charm and personality, and I was lacking in the old sprites, especially with how far out I had the camera.
But this is true.

First post here, but I'm following Archer very closely, you're doing a wonderful work, especially with this daily devlog  SmileyHand Thumbs Up Right
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Xion
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« Reply #1443 on: April 04, 2012, 02:52:04 PM »

yeah now that I see them side by side it isn't really opposite. just maybe perpendicular.

The colors are way too saturated and punchy, especially for all the atmosphere you seem to have cultivated in the rest of the world. Looks like it comes from a completely different game.

I also hate the 45 degree arms. It was less noticeable on the old sprite since you had less to work with...but maybe that's a technical limitation due to how you're handling the bow stuff?

edit: also what they said ^^ the character's face already had a lot of character and charm, now it seems a bit generic

edit edit: I made an edit, I hope you don't mind.

tried to kind of mix the old with the new?

also that vvvv
« Last Edit: April 04, 2012, 02:57:34 PM by Xion » Logged

unsilentwill
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« Reply #1444 on: April 04, 2012, 02:55:36 PM »

A bit too much... Gomez  Cave Story not enough...
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Gabriel Verdon
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« Reply #1445 on: April 04, 2012, 03:06:32 PM »

First post here, but I'm following Archer very closely, you're doing a wonderful work, especially with this daily devlog  SmileyHand Thumbs Up Right

Thanks man!


With regard to the colours, I think it's just that they're too saturated.
That's why ! This red is too red, in my opinion

Yeah, I definitely see what you guys mean. The thing is, I'm not giving you all the information Ninja With the often dark ambient lighting, the colours get desaturated in-game anyway, so I'm just overcompensating with the base sprite so it ends up looking nice in the end.


A bit too much... Gomez  Cave Story not enough...

Yeah, I hear you. But the principles of good illustration do NOT make for good game design. That's something that I've learnt over the past year. Quote and Gomez are both designs I've been thinking a lot about. I really want this to be good game, and not just a good-looking game, so I'm trying to incorporate as many principles of good design as possible. And both of those games are extremely well designed.

I'm not just abandoning the style I was trying to create with the illustration though. I'm trying to recreate it in the actual feeling of the game, not just in the look of the game, if you know what I mean. The feeling of adventure, the mysterious atmosphere and setting. A lot of that has more to do with the sound and the level design. And for right now, I need the character sprite to serve the gameplay, not just be a slave to the concept art.
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Gabriel Verdon
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« Reply #1446 on: April 04, 2012, 03:08:59 PM »

edit: also what they said ^^ the character's face already had a lot of character and charm, now it seems a bit generic

edit edit: I made an edit, I hope you don't mind.

tried to kind of mix the old with the new?

also that vvvv

SHIT man, you're a beast. I was just about to ask you to do an edit of the sprite so you could show me what you meant.

That is basically exactly what I was going for except my pixel skills just weren't able to capture it, the nose in particular (which I totally forgot about). Do you mind if I take it and disect it and incorporate it into the design?
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Xion
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« Reply #1447 on: April 04, 2012, 03:12:21 PM »

Sure, glad to have helped Smiley

Quote
And for right now, I need the character sprite to serve the gameplay, not just be a slave to the concept art.

I don't see how having an overly cartoonish character serves the gameplay. It seems instead (imho) to betray the setting. Lessons in game design from fez and cave story do not necessitate lessons in graphic design - you're a super rad artist, obviously, and it would be a shame to not let your unique style shine through in the sprites just because the games whose gameplay you admire have a look that seems to promote something different.
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Gabriel Verdon
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« Reply #1448 on: April 05, 2012, 06:27:26 PM »

DAY 353 - April 5, 2012

  • Continued working on the player sprite.
  • Background art and revamping ground tiles.

Thanks again Xion Smiley
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Gabriel Verdon
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« Reply #1449 on: April 06, 2012, 03:51:29 PM »

DAY 354 - April 6, 2012

  • Revamping the old tilesets.
  • SECRET TECHNOLOGY.
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Gabriel Verdon
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« Reply #1450 on: April 07, 2012, 01:07:22 AM »

DAY 355 - April 7, 2012

  • COntinuing to revamp tilesets and adding new ones.
  • SECRET TECHNOLOGY continues to be developed... in secret

Erinock did this super amazing piece of fan art that I want to share:



Fuck yeah! Thanks Erinock Smiley  I'm gonna be putting this on the website as soon as I get the time!

You can follow him on twitter @Erinock.
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« Reply #1451 on: April 07, 2012, 01:52:37 AM »

SECRET TECHNOLOGY continues to be developed... in secret

So secret you're tweeting about it ?
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mokesmoe
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« Reply #1452 on: April 07, 2012, 02:44:06 AM »

That's really great. The eyes keep bugging me though.
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JWK5
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« Reply #1453 on: April 07, 2012, 02:47:36 AM »

That's really great. The eyes keep bugging me though.
They are out of convergence (one is looking to the right and one is looking upward)... Maybe he has 'lazy eye'?
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Superb Joe
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« Reply #1454 on: April 07, 2012, 02:48:03 AM »

mostly this thread is locked, and it is the allure of the unknown that causes me to get arrested most times
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