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NeoSpade Of course!

Joined: 23 Sep 2008 Posts: 249 Location: Wales GB
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Posted: Sat Oct 18, 2008 12:59 pm Post subject: Early Project Mono Screen Shots! |
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Here are some pics of my next game, please tell me what you think of the visuals, and please be honest, critism is wanted!
and here we see a small part of the world map, and our hero.
and here is the village elders hut, in the first town.
although this image is a tad blurry you can see one of the many portraits that are going to be in the game, so far there are about 50 of these.
and lastly here is a battle screen pic, the background isn't entirely compleat, but will be soon!
Well, thats all for this images for now, stay tuned, there will be more to come!
And maybe even an early playtestable demo... |
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Newbie_Power

Joined: 04 Sep 2006 Posts: 1762
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Posted: Sat Oct 18, 2008 1:31 pm Post subject: |
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These are very good. The sprites are very readable, and it isn't overly messy, and very easy on the eyes, which I find a lot more important than trying to cram as much detail as possible.
I do want to point some things out, though.
Screenshot 2: Some problems here. I'm going to assume that the light source is coming from the left, because shadows are being cast to the right. Your shading on the house is not only backward, but it's giving the house an odd shape. Some times you just have to keep in mind that something is a flat shape. Your highlights and shades on the very edges will suggest that the house has round edges. The dome roof could also take light source into account as well.
Screenshot 3: Missing ears, heh.
Screenshot 4: Same thing here, heh.
Other than that house which I feel lacks some fundamentals I picked up on Pixelation (and even then, I may not be completely right. Best to go there for critiques, though they may tell you to do stuff you don't feel like doing). I think this looks appealing enough to play. _________________
TheGiz> Am I the only one who likes to imagine that Elijah Wood's character in Back to the Future 2, the kid at the Wild Gunman machine in the Cafe 80's, is some future descendant of the AVGN? |
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Moogle1 Scourge of the Seas Halloween 2006 Creativity Winner


Joined: 15 Jul 2004 Posts: 3377 Location: Seattle, WA
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Posted: Sat Oct 18, 2008 3:38 pm Post subject: |
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With how dark everything else is, your hero's eyes seem to be glowing. Eerie.
The shadows and beaches look boxy, but they're a nice touch.
The portrait is earless, as has been pointed out, and it looks odd to have it so disconnected from the dialogue box.
The hairstyle in the battle pic looks totally different from the one in the portrait. _________________
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Onlyoneinall Bug finder
Joined: 16 Jul 2005 Posts: 746
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Posted: Sat Oct 18, 2008 10:03 pm Post subject: |
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Honestly? The sand on the first screenshot looks too sharp and unnatural, and the portrait picture stinks. Other than that, there is nothing that stands out, though I like the color of the cliffs in the second screenshot.
You'll get better at portraits with time and revisions though. _________________ http://www.castleparadox.com/gamelist-display.php?game=750 Bloodlust Demo 1.00
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msw188
Joined: 02 Jul 2003 Posts: 1041
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Posted: Sun Oct 19, 2008 10:28 am Post subject: |
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Okay, wait. What are those thin blue lines in the world map? Are those rivers? If so, they really need to be a little bit thicker if your hero walkabout is going to look like that, in my opinion. I also have no clue what the thing by the river near the southern shore is.
The beach is something different, but I'm not sure I like it. This might be personal preference though. Same with the portrait - I don't like it at all, but it might be just me. I don't really consider the portaits important at all; on the other hand, the world map things seem really important to me. When I look at graphics, I look for functionality (can I tell what it is, and does it make sense to me?) over artistry (is it beautiful, or at least stylistic?).
I also find the eyes a bit weird, but I don't know if that is what you are going for or not. They do not look normal, however. _________________ My first completed OHR game, Tales of the New World:
http://castleparadox.com/gamelist-display.php?game=161
This website link is for my funk/rock band, Euphonic Brew:
www.euphonicbrew.com |
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NeoSpade Of course!

Joined: 23 Sep 2008 Posts: 249 Location: Wales GB
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Posted: Sun Oct 19, 2008 10:40 am Post subject: |
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I'll post the new screens soon, I've fixed most of the errors that have been found, thanks for the critisism everyone, its been really helpful. |
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LongeBane

Joined: 03 Feb 2003 Posts: 312 Location: Tomorrow
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Posted: Mon Oct 20, 2008 5:20 pm Post subject: |
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That worldmap grass looks oddly familiar |
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NeoSpade Of course!

Joined: 23 Sep 2008 Posts: 249 Location: Wales GB
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Posted: Mon Oct 20, 2008 11:47 pm Post subject: |
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odd, because I HATE people who rip graphics, I drew it myself. I just did it in a very simple style (three shades of green, 1 base, 2 for monor line details) I kept it simple, to correct a mistake I learnt from Thella. |
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Jack the fool

Joined: 30 Jul 2004 Posts: 773
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Posted: Tue Oct 21, 2008 6:48 am Post subject: |
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NeoSpade wrote: | odd, because I HATE people who rip graphics, I drew it myself. I just did it in a very simple style (three shades of green, 1 base, 2 for monor line details) I kept it simple, to correct a mistake I learnt from Thella. |
I doubt you ripped it; the main reason it look familiars, and I agree with him, is because it's the very basic and common way to make grass, and nearly everyone has made grass exactly like that. _________________
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LeRoy_Leo Project manager Class S Minstrel

Joined: 24 Sep 2003 Posts: 2683 Location: The dead-center of your brain!
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Posted: Tue Oct 21, 2008 1:44 pm Post subject: |
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I'd say these are of an interesting style. Everything is a bit blocky looking and the hero portrait almost looks like something from Doctor Seuss.
I still need to know a bit more before I can give you any advice, though.
Is the world map in a night scene?
Do you want the mountains to look like they are marching in single file?
Do you want the grass on the world map to have the same detail as the grass in your regular maps? _________________ Planning Project Blood Summons, an MMORPG which will incinerate all of the others with it's sheer brilliance...
---msw188 ---
"Seriously James, you keep rolling out the awesome like gingerbread men on a horror-movie assembly line. " |
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LongeBane

Joined: 03 Feb 2003 Posts: 312 Location: Tomorrow
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Posted: Wed Oct 22, 2008 2:22 am Post subject: |
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NeoSpade wrote: | odd, because I HATE people who rip graphics, I drew it myself. I just did it in a very simple style (three shades of green, 1 base, 2 for monor line details) I kept it simple, to correct a mistake I learnt from Thella. |
Not doubting you, that grass isn't worth lying about. |
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Newbie_Power

Joined: 04 Sep 2006 Posts: 1762
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Posted: Wed Oct 22, 2008 1:09 pm Post subject: |
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The grass is similar to NPC_TAG.RPG, which is where the familiarity comes from, but it isn't ripped.
LeRoy_Leo wrote: | I'd say these are of an interesting style. Everything is a bit blocky looking and the hero portrait almost looks like something from Doctor Seuss.
I still need to know a bit more before I can give you any advice, though.
Is the world map in a night scene?
Do you want the mountains to look like they are marching in single file?
Do you want the grass on the world map to have the same detail as the grass in your regular maps? | Actually, my mind doesn't register the world map as a night scene, despite dark colors. Morning or evening maybe, but the beach, the water, and the mountains all help suggest that it is not night time.
Everything would have to be more unified in darkness to be closer to night time, especially on the world map where the only light source may be the moon itself.
It'll take a lot of work to make decent mountains that aren't uniform and look natural. I can't do it yet myself. I wouldn't try to stress making decent mountains, since he still needs to take baby steps in improving his graphics. He can, though, fill the empty spaces somehow. It'll still be uniform, though.
Grass on the world map can be solved by using a single color, but I don't think it really matters much if he wants to keep the grass that way. _________________
TheGiz> Am I the only one who likes to imagine that Elijah Wood's character in Back to the Future 2, the kid at the Wild Gunman machine in the Cafe 80's, is some future descendant of the AVGN? |
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Artimus Bena Admiral

Joined: 17 Aug 2004 Posts: 637 Location: Dreamland.
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Posted: Sat Oct 25, 2008 2:42 am Post subject: |
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Actually the sprites' basic template design do look exactly like the one in the poke'mon games.
I feel like I shouldn't know their look so well, but when I first started studying sprites I was 13, and hopelessly addicted to the game. _________________ SACRE BLEU!
|||Compositions!
|||Eldardeen Soundtrack!
|||Red Mercury! |
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Newbie_Power

Joined: 04 Sep 2006 Posts: 1762
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Posted: Sat Oct 25, 2008 2:58 am Post subject: |
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Quote: | Actually the sprites' basic template design do look exactly like the one in the poke'mon games. | Err... I highly doubt this, Pokemon walkabouts having different proportions and pose. Actually, they don't look like Pokemon sprites at all. _________________
TheGiz> Am I the only one who likes to imagine that Elijah Wood's character in Back to the Future 2, the kid at the Wild Gunman machine in the Cafe 80's, is some future descendant of the AVGN? |
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Artimus Bena Admiral

Joined: 17 Aug 2004 Posts: 637 Location: Dreamland.
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