Hello, TDC. I'm just wondering if I can improve my gfx and games through constructive criticism. Honestly, I should've asked for it sooner. Many people are complaining about my gfx needing improvment so I want to make them suited to everyone's taste. SO... This is my current project, The Galacti-Max (I've kept the same weird name since I was eleven only because it was original.). It's based on a series I've had since 2005 and I've always wanted to make it into a game. I had never gotten around to doing it, but I'm finally starting it. Aside those side comments It will be an Action Adventure/ RPG styled game where you collect 42 blades, learn new combos, fight tough bosses, and, generally, beat the game. I want to make it worth downloading, so I'm trying the best I can to make people enjoy the gfx and gameplay. Here's some things I've done (Sorry if the weapons are cooler than the landscape. I've still got 13 more weapons to do.)
I look at my drawings and think "What would they complain about for the gfx?" What I think is that the better looking train cars don't match with the landscape, but Idk.
PLEASE reply and give Constructive criticism. Tank oo.
I don't have specific advice for the art except to avoid using shiny effects when the art style doesn't quite match it. Which is 98% of the time.
My real advice is that you not always make everything suited to everyone's tastes. Sure, improvement is good, which is what people are talking about here, but you'll never be able to satisfy everyone, and there's something to be said for being unique. Once you have reached a satisfactory art skill level, don't cater to everyone. Take comments into account, but keep it your way. It's an indie game dev rule of thumb.
@OMC: I agree that an artist should suit their own tastes. If I tried suiting everyone else but myself, I'd end up producing crap. It works the same way with music ya' know? Newbie Artists are creating music to suit others rather than themselves. Regularly, it ends up as crap. :| Lol. I love AAR tho.
@Jon: Thanks! I've had lots of years of experience drawing weapons. I'm alot better on paper tbh.
An old and washed up once-kid
Deleted User
17th February, 2009 at 05:09:16 -
Originally Posted by OldManClayton I don't have specific advice for the art except to avoid using shiny effects when the art style doesn't quite match it. Which is 98% of the time.
My real advice is that you not always make everything suited to everyone's tastes. Sure, improvement is good, which is what people are talking about here, but you'll never be able to satisfy everyone, and there's something to be said for being unique. Once you have reached a satisfactory art skill level, don't cater to everyone. Take comments into account, but keep it your way. It's an indie game dev rule of thumb.
Speaking of being original, why is it that 90% of internet game developers use an anime style?
Anime is "the thang" right now. Though I kind of share the fascination with Japanese culture, I do not generally enjoy most anime. It's like the thing with FPS's in video games right now. Plus it's a relatively easy cartoony art style.
Man, that is awesome. When are you going to realease it? Project page? You should help me out with graphics if you have the time. I need to make backgrounds for my game. Oh, getting sidetracked here. No, I personally dont think there's anything wrong with the graphics. I think its pretty good and original. Esp cause of the fact that it seems like you have 2 seperate animations for the guy when he's looking left and right. Normally people just create an opposite. well done
Thanks! I'll put it up on the project page as soon as I get a bit more work done on it. I might be able to help you out, but I haven't gained much background pixel art experience, so I'm just trying to do the best I can. Don't mean to brag, but I'm actually pretty nifty with weapons on and off paper. I'm much better with blades than guns, because I've been doing those much longer. Still, I'm actually not that bad with guns. If you need some weapons too I'm able to make some.
Oh btw, If you mean two seperate animations as in the blade changing sides, I used another active object that's always attached to a certain point on the player, but it's moved in front or back depending on his direction. But hey, thanks anyhoo!
It's good, but the slashing animation is too stiff!
And I pity the FOO who's too stiff!
Z'gonna get his ass kicked if he swings like DAT!
The FOO needs to utilize his whole BOO-TY!
Like T!
The walking animation is pretty spiffy, but eTernal enTerTainmenT is right-- the slashing animation needs more than just an arm swing. Make his entire body move with it. Try having the legs spread apart a little more (People who swing swords while standing perfectly straight look like ninnies) and his upper body needs to twist.
I'm really impressed with your walking animation, I could never be able to do that! How many frames did it take? Also, the side of Maxwell's face make his hair look strange, I hope you can make it not go completely aournd it face area, maybe just his forehead.
Thanks for the feed back, all!^^ Looks like what I need to improve is the slash animation of the first combo. I'm not sure how much it'd matter, concerning another attack will follow that and another after that and so on. Nonetheless I'll plan on improving it.
Well... for the art style that it is... there isn't much to change. Except maybe some anti-aliasing on those black edges. Easiest way to do that is rotate in MMF2.
First of all the contrast between the background and foreground is good.
However everything in the foreground is totally flat. The main character looks like a cardboard cutout and the large grey piece of floor looks totally flat too. It's like it's got spray paint all over it. If it's supposed to be metallic like it appears to be you should be adding bolts, plates, grates, wires and a shimmer where the light bounces off of it.
Keep in mind where your light source is. if you have a block sticking out towards the player it will cast a shadow on the bottom right of whatever it's next to (since the moon is in the top left).
Also you don't always need to use so many greys and whites. Well you did use red so thats ok but keep that in mind for later
Ok i see you did draw a grate on the bottom right, but again it looks like it's just painted on. If it's supposed to be an air vent you most likely wouldn't be able to see that dark grey colour behind it. It would be black.
Although the background is nice and dark and actually pretty good, I will suggest you make that light mountain look 3d by adding a lighter side to it, make sure its the left side since there is a moon there lol.
Your character is, well, like a a completely different style. In most cases black outlines don't really work unless you have specifically chosen black outlines for everything. You will need an outline but just make it a darker shade of whatever colour that body part is.
Oh and don't use jpegs for pixel art in the future. It makes your nice clean lines blur.
@AndyUK: Thanks especially. Pretty much what I wanted to hear. I'll try better to make the train look metallic. Also I've changed Max to make him look a little more "there" in the picture.
It's funny- I'm still trying to improve on my light source skills so I'm not that good. And the mountain does have a lighter side, but it's not very visible.
The grate on the train is actually a (pretty lame)sliding door; theres a handle on the right side. I don't know if that changes much about the painted on appearance, and I agree; it would look like Keeeeerap if it was a grate. Totally painted on, that's right. Haha
Btw I used the MMF2 built in Animation editor for all of this with abit of editing on Paintshop pro.
Overall, thanks for taking the time to critisize my game.
@Shab: I changed the gradient and it looks WAAAY better. Thanks for the suggestion!