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kamac
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« on: October 27, 2012, 04:50:11 AM » |
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Hey there. Since I am doing a new game now, I will need lots of new pixel thingies done. And - because I am not too good at doing pixel graphics - I will be posting help requests / improvement requests / tip requests here! So, green, helped me out alot with my sprites, and now I need some help with making the gun he's holding visible... If there's any pixel trick for that. This is how it looks like:  Is anybody able to help me out with this? Cheers.
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green
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« Reply #1 on: October 28, 2012, 11:50:01 AM » |
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First of all. How big will the sprite be displayed, and on what angle? Will it be pointing the gun straight at you, like he is doing right now?
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kamac
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« Reply #2 on: October 28, 2012, 01:06:01 PM » |
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First of all. How big will the sprite be displayed, and on what angle? Will it be pointing the gun straight at you, like he is doing right now?
It'd be somewhere around this size:  ( 40 x 85, which is x5 the original size ) Not bigger for sure. He's supposed to point the gun straight at the player, because this is how it might look in-game:  Not sure if this can get better 
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green
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« Reply #3 on: October 28, 2012, 01:28:38 PM » |
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To be honest, you will not be able to make it any more obvious without compromising the style or the color palette. (let's say a glow/bold outline etc. or a red gun instead of a black one) I do think you could easily get away with it, as long as you make sure you are always using the "front view" in combination with one of the more obvious "sideviews". That way the brain can fill in the gaps and make sure people read it as a gun.   The brain is an amazing organ.
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« Last Edit: October 28, 2012, 02:01:32 PM by green »
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kamac
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« Reply #4 on: October 28, 2012, 01:37:20 PM » |
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The brain is an amazing organ. Haha  Well, thanks for your input [again] I'll make sure to stick to your advices 
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kamac
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« Reply #5 on: October 29, 2012, 09:12:28 AM » |
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Another one, I am trying to draw that guy with thompson.. Not sure on the frontal view through..  Can this get any better  ?
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green
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« Reply #6 on: October 29, 2012, 11:34:12 AM » |
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The small one reads quite good actually. Maybe you could show the sprite in the right context? So people know what they're actually working with.
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kamac
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« Reply #7 on: October 29, 2012, 12:17:15 PM » |
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The small one reads quite good actually. Well, thanks  Maybe you could show the sprite in the right context? So people know what they're actually working with. This is a good idea I guess. I think that I might aswell let the player activate info over any NPC, that would tell him what is he armed with currently. I am now starting tiles.. *sigh* A winding road ahead.
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green
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« Reply #8 on: October 29, 2012, 12:40:34 PM » |
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Maybe a little pop up text when picking up or when switching to a certain weapon will do the trick.
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kamac
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« Reply #9 on: November 11, 2012, 03:33:13 AM » |
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I've got no taste of style it seems...  Can somebody suggest me a proper style that would somehow go with that guy? Any reference would be great... (PS. I use 32x32 tiles)
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green
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« Reply #10 on: November 13, 2012, 10:38:08 AM » |
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It's really not that hard. Use vibrant colors like you used in the characters. Try to limit shapes to cubes and such (like the characters). And make sure to create the tiles at the same resolution.  This is just a style suggestion, but it might give you some ideas.
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« Last Edit: November 13, 2012, 11:31:32 AM by green »
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kamac
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« Reply #11 on: November 13, 2012, 12:09:28 PM » |
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Wow! Incredible, green! I didn't think of using squares as the main style... Woosh, that looks gorgeus! How can I thank you  ?
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green
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« Reply #12 on: November 13, 2012, 01:24:14 PM » |
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By putting my advice to good use.
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kamac
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« Reply #13 on: November 13, 2012, 01:53:42 PM » |
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I'll try, master. 
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