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TIGSource ForumsDeveloperArt (Moderator: JWK5)Mockups, or the "Please say this is going to be a game" thread
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Author Topic: Mockups, or the "Please say this is going to be a game" thread  (Read 2616648 times)
JasonPickering
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« Reply #920 on: April 12, 2010, 04:00:26 PM »



title screen mockup for a small rpg I made this weekend.
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« Reply #921 on: April 12, 2010, 07:50:29 PM »

I think I fixed it now?
If I did, thanks for the help guys!
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PsySal
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Yaay!


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« Reply #922 on: April 12, 2010, 08:15:08 PM »

I think I fixed it now?
If I did, thanks for the help guys!


The absolutely amazing thing about this is that it's the first digital clocktower ever =) This thing is cool and I'd love to see a real game in this style.
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kenesque
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« Reply #923 on: April 13, 2010, 03:46:11 AM »



idea for a puzzle platformer i had, where the two main characters have to meet, but if they venture into the other character's color, they die, so they both need to find their way into the purple area by working together.
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Captain_404
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« Reply #924 on: April 13, 2010, 06:44:54 AM »

I think you could really benefit from removing the highlight on your background as well as maybe desaturating and darkening it a bit.
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Ben_Hurr
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« Reply #925 on: April 13, 2010, 09:07:12 AM »

I think I fixed it now?
If I did, thanks for the help guys!

Mmmm... it's still difficult to tell the characters from the backdrop...
Maybe try changing the color of the black outlines in the bg?

Like this:
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JMickle
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« Reply #926 on: April 13, 2010, 09:13:37 AM »

that looks ridiculously better. is it just desaturated colours that make the background stand away from the foreground?

foreground- saturation
background- desaturation kinda thing?
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PlayMeTape
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« Reply #927 on: April 13, 2010, 09:18:34 AM »

Mmmm... it's still difficult to tell the characters from the backdrop...
Maybe try changing the color of the black outlines in the bg?

Like this:


Wow, suddenly looks a lot nicer (no offence to the original author since it's still his/her handywork) but that made a big difference.

Not only because you can see the characters but also because it gave the image a lot more depth.
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Ben_Hurr
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« Reply #928 on: April 13, 2010, 10:42:07 AM »

All I did was change the color of the outlines in the backdrop. lol
And yes, saturation can help distinguish foreground from background. Smiley
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Parthon
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« Reply #929 on: April 13, 2010, 11:08:24 AM »



idea for a puzzle platformer i had, where the two main characters have to meet, but if they venture into the other character's color, they die, so they both need to find their way into the purple area by working together.

Make it three people and 8 colours and you have a winner!
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Landshark RAWR
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« Reply #930 on: April 13, 2010, 11:13:48 AM »

i expect to see wicked high fives at the end of each level
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hanako
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« Reply #931 on: April 13, 2010, 11:24:24 AM »

alas, this will be hated as it is not cool pixel art. Smiley

but it IS me trying to learn how to manage better GUI design because I suck at that and yet don't want to hire an artist for it, because artists drive me insane with their not-getting-things-done ways. This is at the moment pure mockup, there's no code done yet.

(click for larger)
« Last Edit: April 13, 2010, 11:45:00 AM by hanako » Logged
ChevyRay
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« Reply #932 on: April 13, 2010, 07:07:44 PM »

alas, this will be hated as it is not cool pixel art. Smiley

What forum have you been hanging around at?

Anyways, that looks very good. I don't know if the glowy-ness around the textboxes really suits the very nice crispness of the background (which looks great btw), but overall it's quite cute. Wowowow that's a lot of stats! This appears to be some sort of wizard/witch/magician school? Smiley



EDIT: Oh, and this:

(sorry If I've already posted this here! I can't remember very well...)


I am in darkness | disoriented.
« Last Edit: April 13, 2010, 07:11:44 PM by ChevyRay » Logged
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« Reply #933 on: April 13, 2010, 07:14:20 PM »

I think I fixed it now?
If I did, thanks for the help guys!

Mmmm... it's still difficult to tell the characters from the backdrop...
Maybe try changing the color of the black outlines in the bg?

Like this:


I see your point, I'll mess with the colors to get a right outer line tomorrow.
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thewojnartist
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« Reply #934 on: April 13, 2010, 07:24:07 PM »

alas, this will be hated as it is not cool pixel art. Smiley

What forum have you been hanging around at?

Anyways, that looks very good. I don't know if the glowy-ness around the textboxes really suits the very nice crispness of the background (which looks great btw), but overall it's quite cute. Wowowow that's a lot of stats! This appears to be some sort of wizard/witch/magician school? Smiley



EDIT: Oh, and this:

(sorry If I've already posted this here! I can't remember very well...)


I am in darkness | disoriented.
Well, well, well. Working on a sequel/remake already aren't we?
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kenesque
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« Reply #935 on: April 13, 2010, 08:14:03 PM »

I think you could really benefit from removing the highlight on your background as well as maybe desaturating and darkening it a bit.
I actually did something similar after I posted that picture. If you work on something without a break it's hard to notice flaws sometimes, I noticed the same thing when I came back to it this morning.

I'd probably mess with it more but it was just a silly mockup:
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Shiny
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« Reply #936 on: April 13, 2010, 10:50:48 PM »



This started out as an addition, but I eventually just redrew everything.
Approximately 90 background tiles are used (not including text box stuff), though some of those aren't pictured.

(I should probably find a new theme to harass. Hand Fork Left )
« Last Edit: April 14, 2010, 12:37:58 AM by Shiny » Logged
Barefists
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« Reply #937 on: April 14, 2010, 12:25:20 AM »

I don't make much mockups because I usually have the code before I do the art (just in case it is not as fun as I thought it might be).  But here are some I found on my hard drive, just to add to the fray. Smiley

Orchard
This is from my concept art work on a commercial casual game, Orchard.  The final game didn't look like I what I had in mind visually, but whatever.


Mafiaso
I'm contemplating whether to make this game or not - but that's another question for another day.  Basically its a cross between a sidescroller and a gun gallery game - you can take cover behind obstacles like crates or pillars, then peek out and headshot everyone.


Resurrection Run
Just a zombie top down shooter game I wanted to make a while ago, before I realized there were already 2 million games exactly like it, hmph.  Not an original concept anyway, just wanted to shoot zombies badly.
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Adamski
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« Reply #938 on: April 14, 2010, 03:03:13 AM »



This started out as an addition, but I eventually just redrew everything.
Approximately 90 background tiles are used (not including text box stuff), though some of those aren't pictured.

(I should probably find a new theme to harass. Hand Fork Left )

Awesome.  Kiss
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Relix
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« Reply #939 on: April 14, 2010, 03:36:59 AM »

I don't usually make mockups, and even now I got lazy almost as soon I started. Anyway, opinions and tips please.


I didn't make the character myself << (and I kinda stole the sign and the crate from somewhere, I'll change those two later).

The size reflects what it's going to be in the game itself, I'm starting to think it's too big, any suggestions for the screen size?

I didn't get any comments on this, I'm a sad panda ,_,
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