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First screenies...or something to that effect...
 
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Grytpype
Fluffy Bunny of Doom


Joined: 19 Aug 2002
Posts: 18

PostPosted: Sat Dec 13, 2003 8:43 am    Post subject: First screenies...or something to that effect... [quote]

Just a few rough screens from the first demo I'm trying to get out over the upcoming Christmas holidays. I know they're not great examples of pixel art, but it gives an idea to the style of the final product.

Should be ready by early January, and have about 2-3 hours of gameplay in it. 3 of 6 characters will be playable.



Please excuse the dodgy cliffs, and the tree foliage that looks like large, green slugs piled on top of eachother.



Pyrus and Villier in the first town (don't worry, it doesn't get burnt down by an evil wizard with no valid reason for doing so).



Pyrus at home.



Here's a simple battle shot. I'm currently trying to pack as much variation into the original battle engine as possible. It's a turn-based affair, but with a few embellishments like energy metering (the red gauge) - where characters consume energy points/stamina points (EP/SP) for physical attacks, much like magical attacks consume MP. EP can be regained however, through the Focus and Defend commands. Defend raises EP without attacking for a turn, but also gives the character an oppurtunity to execute a counterattack if they are attacked while defending. Focus is where a character concentrates their energy for a turn, raising their basic stats and EP, but leaving them vulnerable and without the ability to counterattack.
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Jocke The Beast
Monkey-Butler


Joined: 29 May 2002
Posts: 54
Location: Dark Forrest of Sweden

PostPosted: Sat Dec 13, 2003 10:38 am    Post subject: [quote]

Screenies looks very nice and I think the tiles are well done. Good luck!
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Grytpype
Fluffy Bunny of Doom


Joined: 19 Aug 2002
Posts: 18

PostPosted: Sat Dec 13, 2003 11:02 am    Post subject: [quote]

Thanks Jocke, much appreciated - and I'll need the luck!
The tiles sure are looking a hell of a lot better than they were a couple of months ago, but there's still room for improvement. I'm sorta getting a bit obsessed with becoming a better pixel artist (probably not a good idea when I'm doing all the coding as well).
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Bjorn
Demon Hunter


Joined: 29 May 2002
Posts: 1425
Location: Germany

PostPosted: Sat Dec 13, 2003 1:16 pm    Post subject: [quote]

Yeah, I like them as well. It all seems to follow a single style, which is very nice. The sprites don't really stand out from the rest of the world, but then they don't in the real world either. I think the bright lines above the trees are kinda weird though.
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akOOma
Wandering Minstrel


Joined: 20 Jun 2002
Posts: 113
Location: Germany

PostPosted: Sat Dec 13, 2003 2:35 pm    Post subject: [quote]

Yeah, these screenies are kinda cool. I like your gfx style.
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Grytpype
Fluffy Bunny of Doom


Joined: 19 Aug 2002
Posts: 18

PostPosted: Sun Dec 14, 2003 12:55 am    Post subject: [quote]

Thanks Bjorn & Akooma. You're right about the sprites - they don't stand out much, thanks to me discarding the whole black outline idea for a 16x16 sprite. I wanted to give them a different style than the FF4 type of sprites of this size, dropping in a bit more detail, but this had to be at the expense of a pixel-hogging outline. I think the main problem is that there's barely any contrast within the sprite itself, so it looks very flat on most backgrounds. I'll try and brighten the centre of the figure and darken the edges, it might just do the trick.
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valderman
Mage


Joined: 29 Aug 2002
Posts: 334
Location: Gothenburg, Sweden

PostPosted: Sun Dec 14, 2003 1:46 pm    Post subject: [quote]

Looking good, though I think the sprites should stand out a little more from the backgrounds. Perhaps if, as you said, you darken the edges a little...
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Killergoat
Pretty, Pretty Fairy Princess


Joined: 01 Jun 2003
Posts: 12
Location: Sherwood,MD

PostPosted: Sun Dec 14, 2003 5:22 pm    Post subject: Nice gfx [quote]

I like your style but I think if you add some shadows to the cliffs on the ground and just do some simple shading to the trees and take the highlights out that separate them then it will add alot more depth and dimension to the scenery
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PostPosted: Mon Dec 15, 2003 2:55 pm    Post subject: [quote]

Right, I've had a quick fiddle around with the character sprites, and here's a comparison of the new to the old:



The top left pic is before the change, the top middle pic is after darkening the outlines the whole way round, and the top right has the outlines darkened apart from the tops of the chars heads, which are lightened. I noticed that Villier's pic (char on the right) actually stood out more originally than it did when the outline was darkened all around. Maybe a little unorthodox, but the question is, taking into account all the different background samples here, does it work?

Killergoat & Valderman - Cheers for the C & C, you're right about the cliffs, they look pretty flat in transition from the ground below them. I'll introduce some shadows, and blend in the trees properly.

Thanks again for your comments everyone.
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UscGradEray
Sick of Being A Fairy Princess Yet?


Joined: 23 Sep 2003
Posts: 14
Location: The State of Misery

PostPosted: Mon Dec 15, 2003 9:47 pm    Post subject: [quote]

I like the light hair-outline. It does help the sprites stand out (although the brown hair against brown still blends in somewhat). As far as being unconventional, it's something that would occur naturally with an overhead light source like the sun, isn't it?
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Xegnma
Monkey-Butler


Joined: 03 Apr 2003
Posts: 53
Location: Trapped in Middle Earth

PostPosted: Wed Dec 17, 2003 12:45 pm    Post subject: [quote]

Very Nice!!!
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Grytpype
Fluffy Bunny of Doom


Joined: 19 Aug 2002
Posts: 18

PostPosted: Thu Dec 18, 2003 1:34 am    Post subject: [quote]

Quote:
As far as being unconventional, it's something that would occur naturally with an overhead light source like the sun, isn't it?


Good point, I 'spose it would be more logical as well. I put a shadowed area around their feet when I first drew them, so highlighting their head would keep the impression of overhead light.

Yeah, the brown hair against the dirt background still doesn't stand out that much. I'll probably always have that problem though, where a background is similar to the hair colour of a character.

Thanks Xegnma & UscGradEray. It's all gradually improving.
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syn9
Wandering Minstrel


Joined: 31 Aug 2002
Posts: 120
Location: USA

PostPosted: Thu Dec 18, 2003 4:19 am    Post subject: [quote]

wsup w/ the pyrus name? you're not pyrus are you?
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Grytpype
Fluffy Bunny of Doom


Joined: 19 Aug 2002
Posts: 18

PostPosted: Fri Dec 19, 2003 5:55 am    Post subject: [quote]

syn9 wrote:
wsup w/ the pyrus name? you're not pyrus are you?


Eh? No I'm not Pyrus - is there a Pyrus?

I just threw that name in without thinking about it. I pretty much did that with all the names, I used whatever was around at the time. Villier comes from a make of engine, and I think Pyrus is latin for pear. I never worried about creating deep & meaningful names.
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syn9
Wandering Minstrel


Joined: 31 Aug 2002
Posts: 120
Location: USA

PostPosted: Mon Dec 29, 2003 12:59 am    Post subject: [quote]

ah, thats cool, pyrus was a qb programmer from a long time ago
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