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The 5-Year Contest Visuals Improvement Thread

Hmm, the first looks like he's laying down.. or has a bulging stomache. The second one just looks flat.
And on both, it's rather hard to see their eyes, as they get mixed in with the yellow.

Here's mine:
abshbv3.png



-Lonelyelf

EDIT: GAAH, PHOTOBUCKET.... Please right click the picture and select "view image" for a better view
 

Twirly

Sponsor

Velocir_X":krco7841 said:
as Twirly would say:
MORE CONTRAST
Yep.
You definitely need more contrast.
Also the shading on that guy's clothes looks weird, try to make folds and stuff to give it a shape :]
 
Hey guys,

So I am going to see if I can finish my game in time for this contest, and of course the art is going to be my achilles heel. I have below here a mock up of a map (not an actual map) using some tiles I am working on.

Keep in mind a few things:
-I'm not really concerned with perspective. I don't have the talent in the art department to make this game look too special inside the time frame, so the tiles are more meant to let you know where everything in the map is rather than convince you you are there.
-I am color blind 0_0 If you can tell me if my palette is off that would be great.


If you can't tell what it's supposed to be, it's a stone building in a cavern underground.

C&C would be great!

EDIT: Forgot to mention, the stones are dirty, on account of the fact that they are underground. That's why they have a brown tinge (At least I hope that is brown)
 
I;m still rather confused.
I cannot tell what is what, aside from the doors.
The map lacks depth, therefore alot more tiles are necessary.
As for the ground, I can see a pattern rising.
Other than that, I can see the effort put into the bricks.

-abreaction
 
So here's something I did pretty quickly, so the shading on the sprites are off, but how does the perspective on Louie (the dog) look? Also, does the is it obvious that the ghost smilie is on Travis' vest on his sprite? :eek:

Some spritework:


Rough sketch of my main character:
nah2.png




I'm going with the giant world theme, with all the graphics matching these sprites :)
 
abreaction":1wcr11q3 said:
I;m still rather confused.
I cannot tell what is what, aside from the doors.
The map lacks depth, therefore alot more tiles are necessary.
As for the ground, I can see a pattern rising.
Other than that, I can see the effort put into the bricks.

-abreaction

Well, as I said in the first post, the perspective thing is taken from the game that my game is inspired by. Here is a screenshot of Blades of Exile:

BOEcombat1.GIF

Again, the tiles are only meant to be a representation of where things are in the world, it is not like a picture of the world like you find in most RPGs.

@J.D.Slasha: The sprites look cool, I think the perspective on the dog is fine. However, the ghost on his vest just looks like a backpack.
 

Twirly

Sponsor

Eriol Clowphengire":2r831tpo said:
dust":2r831tpo said:
Velocir_X":2r831tpo said:
as Twirly would say:
MORE CONTRAST
Yep.
You definitely need more contrast.
Also the shading on that guy's clothes looks weird, try to make folds and stuff to give it a shape :]
On the helmet dude or the first character?
On everything you sprite, I've seen your stuff.
 
Show me the contrast you guys been suggesting for ages by applying it on my works, so that in the future, I know what the hell I'll do next.

As of this moment , I must learn that by example.
 

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