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TIGSource ForumsDeveloperArt (Moderator: JWK5)I'm experimenting on creating modular sprites for a platformer environments.
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TitoOliveira
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« on: February 05, 2017, 05:35:43 PM »

Quick explanation: I'm starting to make a sidescroller, and i want it to have a HD handpainted look. So i did a sketch of how i want the game to look, and now i'm starting to break down this scene into assets that i can use modularly.







This is my first result. I'm pretty happy with it, and how much i can do with just this amount of sprites. Of course i'm going to make foreground and background elements, but first i want to nail down the process for creating the playable "layer" of the game.
There's some improvement i can make to the readability of platforms, but overall i feel like it's a great start. Got a grass/dirt road, a rock road, and some rocks that help hide and blend each segment to break repetition and hide seams. I'll probably make a few versions of each of these, as well.
Btw, i'm still not sure how the palette of the game will look, so i'm just figuring out the values right now. That's why it's black and white.

So what do you guys think about this process? Has anyone here had experience with this type of workflow and game art? Any insights you want to share? i'll gladly hear your suggestions.
« Last Edit: February 05, 2017, 05:51:04 PM by TitoOliveira » Logged


Ashedragon
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« Reply #1 on: February 05, 2017, 06:19:58 PM »

While I haven't worked with this style personally, it brings to mind the Rayman Legends games. Looks really nice!
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TitoOliveira
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« Reply #2 on: February 05, 2017, 06:41:20 PM »

While I haven't worked with this style personally, it brings to mind the Rayman Legends games. Looks really nice!

It's definitely a visual reference!
The stuff they do with Ubiart engine is pretty nice. I'm using Unity and there are tools that are similar to the Ubiart's tools for creating 2D terrains, like the Ferr2D Asset and the SmartSprite on Unity's roadmap. I'm 90% sure at some point i'll start using these tools to create the base terrain of the game, instead of placing straight roads one after the other.
« Last Edit: February 06, 2017, 01:29:59 PM by TitoOliveira » Logged


diegzumillo
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« Reply #3 on: February 08, 2017, 12:07:54 PM »

Always wondered how rayman engine worked. They achieved some pretty nice visuals! you seem to be on your way to achieving something like that, minus the automation.
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