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beestings
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« Reply #15 on: June 26, 2012, 03:57:06 PM » |
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I've seen you post that on another thread and it was really helpful to me (: i actually have the picture saved in one of my reference documents! The second picture was even more helpful, I brought down the saturation on my background, and even though its really subtle (dropped it down 15-20 points from where it was, and raised the character up a tad) I think that its gonna be these little things that really pull the art together!  really appreciate all the feedback!
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JWK5
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« Reply #16 on: June 26, 2012, 05:59:54 PM » |
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You can (and should) adjust the ranges as needed for your art. For example, if you want more bright and cartoon-like graphics you can move the ranges up higher in the hue/saturation box and if you want more mute graphics move them down lower. Likewise, if you are going for a darker atmosphere you can stick to lower ranges in the value (brightness) bar or change the spacing of the H/S/V ranges altogether to create different levels of contrast.
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Medevenx
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« Reply #17 on: June 27, 2012, 03:17:07 PM » |
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 Take a look at Yoshi's Island. At first you think the big red flowers can detect collision. But once you find out for the first time that they're NOT, you'll notice that anything with a large outline (foreground stuff) don't do anything, collision-detecting sprites have a medium outline and background stuff have NO outline.
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beestings
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« Reply #18 on: June 28, 2012, 09:18:35 AM » |
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@Medevenx , That is pretty interesting, I think I've even played that game, and never really noticed that. It reminds me of these pictures I always see with the spelling really messed up or using half numbers and letters, and at first its hard to read, but once your brain realizes whats going on, it naturally begins to read the words as if they were normal.  I guess if I go a really unique way on any game, with persistence/consistency the player will gradually understand with ease. @JWK5, Yeah, I got a little farther on my tree picture, and was just thinking about changing up the color scheme in just the way you're talking about. Medevenx's picture really shows what you're saying (especially in the background). I am looking for a really playful happy sort of style, and an adjustment of colorscheme might better do this  I feel really stupid for posting so many threads, I would delete the others if I knew how (or if I even can) I'll be sticking to this one (it gets the most feedback) . I'll give an update in a few on another scene, more of a mock up. Thanks everybody so far!
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beestings
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« Reply #19 on: June 28, 2012, 11:00:06 AM » |
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Oh, quick question, anyway I can make my pixelart bigger? As in, instead of each pixel being just one pixel , having one = 4 pixels. I know I could do this manually (redrawing the whole picture but instead of using a pencil using the small square brush thing) , but it would take a ton of time . any ideas?
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rivon
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« Reply #20 on: June 28, 2012, 11:48:44 AM » |
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Open it in any image editor capable of resizing images and set the resizing method to Nearest Pixel or Nearest Neighbor (depending on the app).
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Medevenx
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« Reply #21 on: June 28, 2012, 08:29:12 PM » |
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The delete button should be beside the and [Modify] buttons. Not sure if it applies to threads though I only know it applies to posts.
Anyway, why would you want your pixel art to be bigger? Do you mean like, scaling? 4x scale is pretty huge. 2x scale is kind of enough but it really depends on what you want. You can try to have all your spritework in Paint and hit Ctrl+W and set the percentage of the new size to 400% or 200% or whatever. As long as it's in multiples of 100%
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beestings
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« Reply #22 on: June 29, 2012, 06:21:11 AM » |
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The delete button should be beside the and [Modify] buttons. Not sure if it applies to threads though I only know it applies to posts.
Anyway, why would you want your pixel art to be bigger? Do you mean like, scaling? 4x scale is pretty huge. 2x scale is kind of enough but it really depends on what you want. You can try to have all your spritework in Paint and hit Ctrl+W and set the percentage of the new size to 400% or 200% or whatever. As long as it's in multiples of 100%
Yeah, I tried, but when I press an error occurs and says something about me not being able to delete it (it may be a bug, I've come across a few repeatedly on this site, but its okay) First, if I'm really going to be making this into a game, I need a designated... length times width? Like 320x480, or 640x480. I dont want to go along making random scenes that end up being different sizes/dont fit the dimensions etc. So I kind of found a dimension size I liked for my game, and realized the house scene left alot of black empty space so I decided to double the size. I probably wont do this to anything else (except if the player is in like a small enclosed area or something) because it would just be too big. Also, great information to know from now on!  Open it in any image editor capable of resizing images and set the resizing method to Nearest Pixel or Nearest Neighbor (depending on the app).
Thanks this worked perfectly!  saved me alot of time and trouble. Planning on putting up an update, pretty happy with how the house turned out, working on some grass and stuff, not sure if this sort of game can be tiled at all (probably save alot of trouble on making the ground/grass for each scene) ... I'll go work on it and come back soon with something! 
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beestings
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« Reply #23 on: June 29, 2012, 09:49:21 AM » |
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okay, I'm having some real trouble on grass and whatnot, and the only tutorials I've found on grass are just:  (took this from another thread, but you get my point, just tile grass that is a complete front view) In the game, I want the player to be able to go more then just left and right, I want the player to be able to walk around (up, down, left right) a little (the only game I can think with this is scott Pilgrim, but many others have this sort of layout).  (tried out a few different techniques, none of which look good  ) I just dont know how to go about doing the grass. With the tree, I just outlined it, along with the leaves, filled in, and added some detail, but grass doesnt really have an outline, and you down just color in, the colors are what makes the outline... if that makes sense. I really want the grass to have a sort of cute look, and I wasnt sure if I should change up the palette (i used the same palette as what I had on the leaves in the tree... but I'm not sure it works as well as it did with the leaves) also, wasnt sure if I should also switch the palette for dirt (i was going to use the same palette as i did for the wood in the tree..) but, there will be trees in the scene. Will it look overused or weird with the same colors for dirt and tree trunks? 
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rivon
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« Reply #24 on: June 29, 2012, 10:58:43 AM » |
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beestings
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« Reply #25 on: June 29, 2012, 11:58:28 AM » |
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not really what I was looking for. I wanted something more of a   sort of feel. the site you linked me to was really minimal on everything except the "bring life to your sprite" (or whatever it was). I do appreciate the effort though  ,
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Gabriel Verdon
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« Reply #26 on: June 29, 2012, 12:19:11 PM » |
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Just a request, but if you're going to post other people's work in your thread, can you please write an attribution underneath so I know who made it?
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beestings
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« Reply #27 on: June 29, 2012, 12:25:38 PM » |
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Just a request, but if you're going to post other people's work in your thread, can you please write an attribution underneath so I know who made it?
Yeah sure, I will from now on, First one picture is Owlboy created by D-Pad Studios, and the second is mock up done by Gas 13 from pixeljoint.
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beestings
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« Reply #29 on: July 02, 2012, 09:59:21 AM » |
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EDIT: another update, kind of a really bad mock up of screen layout. Still working on the grass... and more so on the programming aspect of things. WHY IS GRASS SO DIFFICULT?  
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