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TIGSource ForumsDeveloperArt (Moderator: JWK5)Why does my game look ugly?
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Author Topic: Why does my game look ugly?  (Read 9301 times)
SolarLune
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« Reply #20 on: September 07, 2012, 12:28:55 PM »

It does look better, to me, at least. I think the turquoise ground tiles might be better colored as a close sibling or complement (?) to the brown / yellow of the bricks.
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Pixelulsar
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« Reply #21 on: September 07, 2012, 12:52:34 PM »

SolarLune, I probably should, but I'm going to keep it for now because I kind if like how colourful it is.

Also here is the new character.
(Looks a lot better in game because it is see through)
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Garlicguy
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« Reply #22 on: September 08, 2012, 09:54:52 AM »

A game is only ugly if the art style goes all over the place. Just keep a constant style.
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namragog
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« Reply #23 on: September 08, 2012, 10:00:06 AM »

A game is only ugly if the art style goes all over the place. Just keep a constant style.

wrong.

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ink.inc
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« Reply #24 on: September 08, 2012, 10:02:28 AM »

It's ugly, but at least its consistent.
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Garlicguy
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« Reply #25 on: September 08, 2012, 11:24:42 AM »

If Pixelulsar keeps a consistent style with HIS game, from what I've seen in HIS screenshot it won't look ugly.

*hate typing with this Iphone
« Last Edit: September 08, 2012, 11:32:22 AM by Garlicguy » Logged

Pixelulsar
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« Reply #26 on: September 08, 2012, 02:07:20 PM »


That game looks hilarious
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ஒழுக்கின்மை (Paul Eres)
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« Reply #27 on: September 08, 2012, 02:21:47 PM »

i still think it could do with more variation. do you really want a game where the only tiles are the player, the floor, and the walls? three tile types? you need something to break it up. trees or water like lolo had, for instance. or just cracks in the walls and floor for variations. or windows and doors on the walls. or sewer manholes on the floor, or grass; anything to vary it up
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Pixelulsar
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« Reply #28 on: September 08, 2012, 02:26:33 PM »

i still think it could do with more variation. do you really want a game where the only tiles are the player, the floor, and the walls? three tile types? you need something to break it up. trees or water like lolo had, for instance. or just cracks in the walls and floor for variations. or windows and doors on the walls. or sewer manholes on the floor, or grass; anything to vary it up
Don't worry I'll add more stuff.  It would be a boring game if it was just the player and walls.
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crazyheckman
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« Reply #29 on: September 18, 2012, 05:46:14 AM »

Don't have a lot of time to research a proper screenshot, but look at this.



Your walls to me are very distracting, you might try making the walls only a few pixels thick and filling it with black or a dark blueish green, a dark ambient color of some sort depending on the color of the walls I guess.

Anyway, this will give your play area more focus and will give it kind of amorphous boundaries.
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ஒழுக்கின்மை (Paul Eres)
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« Reply #30 on: September 18, 2012, 07:43:43 AM »

yeah that's a good point -- it's not a good idea to make the area outside of play the brightest and most noticeable color in the game
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Eatingburger
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« Reply #31 on: September 18, 2012, 08:45:38 AM »

Gonna add another vote to "it's the walls". I keep focusing on them!
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Theophilus
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« Reply #32 on: September 18, 2012, 09:26:21 AM »

When I glance at the game, it takes me a while to find the character. That's bad. The walls/floor are too strong. Desaturate them some, but don't overdo it. The walls should be more saturated than the ground, but the character more saturated than the walls.
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Pixelulsar
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« Reply #33 on: September 18, 2012, 11:44:53 AM »

I thought this thread was dead because it went silent for a while, but thanks for the continued feedback.  I'll probably make the walls less bright and distracting.  

Edit: did it.
« Last Edit: September 18, 2012, 12:26:56 PM by Pixelulsar » Logged

DustyDrake
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« Reply #34 on: September 18, 2012, 03:30:11 PM »

Not a large change to be honest.
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mankoon
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« Reply #35 on: September 18, 2012, 05:44:52 PM »

I'll probably make the walls less bright and distracting.
There are 3 things that are making the walls grab more attention when they should be.
1. They are brighter than the ground. Convert the image to black and white and you'll see it better. The focus should be the interior- so that should be lighter.
2. The outer wall bricks have higher contrast than the ground. If you look at the highlights and darks of the outer bricks and compare them to the inner ground tiles, you'll see that the ground tiles are more subtle. I'd think that you'd want to switch those around.
3. Density of detail. Eyeballs will also be drawn to things with more to look at. And that's another thing that outer wall is doing.
But I wouldn't want to push you to make something super mainstream either- Heck, I love space funeral. But at least those are the factors in what's driving the attention.
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crazyheckman
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« Reply #36 on: September 18, 2012, 05:55:44 PM »

Spent about 30 seconds in photoshop and came out with this.



That look pretty good, minus the inconsistent sizes of the walls because I couldn't figure out a grid for it.
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Pixelulsar
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« Reply #37 on: September 19, 2012, 12:04:34 PM »

Not a large change to be honest.
Someone said not to over do it, so I got nervous and didn't change much, I'll try more.
But, I miss the old bright colours, I'm actually tempted to bring them back...
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aptanor
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« Reply #38 on: September 19, 2012, 12:35:40 PM »

I don't really see a reason NOT to have any brighter colors, so long as they're consistent and don't draw the eye away from the actually important stuff.
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pwka
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« Reply #39 on: September 19, 2012, 04:58:12 PM »

Hi,

I've let myself play with your art for a few minutes and look what i got:



PSD:

http://www.sendspace.com/file/5r26tn

PS. Always think about contrast and values first! mankoon wrote some really good advices!
Look at my psd file. I think it will explain You more than i possibly could.

Cheers!
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