It's not a school project anymore. It was a school project last Spring, but now it's basically whatever timeframe we want (aka, when it gets done, or when we get tired of it). I only mention school because it takes up a lot of time, so not much time for hobbyist things.trufun202 wrote:Eek, that's mighty ambitious for a school project.Moosader wrote:I am really thinking about trying to do it in 3D, also, since everyone gives me a hard time about not having any 3D games >_>
Shattered Wrath dev update thread
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- Moosader
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Re: Shattered Wrath dev update thread
- Moosader
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Re: Shattered Wrath dev update thread
Been working on the original graphics...:
Still feels like they completely lack personality. Too bland. :/
Still feels like they completely lack personality. Too bland. :/
- davidthefat
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Re: Shattered Wrath dev update thread
Have you tried making sprite sheet of real photographs? Like a brick wall or grass
- Moosader
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Re: Shattered Wrath dev update thread
It doesn't seem like that'd look very good for a 2D game, though I'll probably have to when I make 3D textures.davidthefat wrote:Have you tried making sprite sheet of real photographs? Like a brick wall or grass
Re: Shattered Wrath dev update thread
The 'blandness' you are talking about is largely due to poor colour choice. Try varying the hue more and you will get a more stricking effect (use contrast and cool/warm colours to get an emotive effect e.g. more blue/purple towards shadow, more yellow/orange towards highlights).
http://pixeljoint.com/pixelart/7533.htm
look at this reference image (though it's a little busy), if you zoom in and look at the colours on the plants you will see the variance from yellow at the lighter areas, and blue at the shadowed areas. You will see this throughought the piece (purple on the floors, etc.)
Although I would probably suggest a few other changes as well;
For one, select a light source and stick to it. I see alot of places where shadows should be falling, this also contributes to the 'bland' look as everything feels alot flatter then it should.
note: You will likely end up with a fair few more tiles to represent shadows cast on the different surfaces.
http://pixeljoint.com/pixelart/7533.htm
look at this reference image (though it's a little busy), if you zoom in and look at the colours on the plants you will see the variance from yellow at the lighter areas, and blue at the shadowed areas. You will see this throughought the piece (purple on the floors, etc.)
Although I would probably suggest a few other changes as well;
For one, select a light source and stick to it. I see alot of places where shadows should be falling, this also contributes to the 'bland' look as everything feels alot flatter then it should.
note: You will likely end up with a fair few more tiles to represent shadows cast on the different surfaces.
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Re: Shattered Wrath dev update thread
You could always overlay some semi-transparent black as a shadow. Although it would probably look a bit more generic.zeid wrote:note: You will likely end up with a fair few more tiles to represent shadows cast on the different surfaces.
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