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Hello, I'm Archive. I just joined this website in the hopes I could get some feedback on some sprites I have created. I use a program called Aseprite, if you are wondering.

Anyhow, I am working on creating sprites for a game idea. I am trying to make some tilesets for this game ahead of time so I have something to work with when I find someone to help code it.

My first post here is going to be a few Tilesets I have made. They are all far from finished, and most of my better ones I have yet to upload. Still, I would very much like some feedback on my first few sprites. I'm going for a sort of futuristic industrial feel for the most part, interspersed with the occasional tesla influence later on.

TILESETS:
[Image: xdwxX.gif]
Some walkways, need to do corner turns and various other connectors.

[Image: H2kdy.gif]
My first attempt at tilesets that require two parts for certain bits, essentially a bunch of Animated doors and machinery bits, need to add some more to this as well as figure out how to do a good sattelite dish.

[Image: fdZlf.gif]
Some various animated machinery bits I plan on using to create an easy way of creating unique machines from with ease. Need to add a lot more to this, but I am really proud of the spinning gear thing as I have never been good at those.

Any feedback is appreciated, as well as any tips on making some decent-looking metal walls.
I have a lot of trouble with walls.
The last sheet looks pretty nice, but the first and second sheets have no shading, which make them look boring. Sad
Other than that, I think OK.
Disclaimer: You may get some harsh C+C over here, but that's a good thing! Don't be offended.
(05-23-2012, 08:26 AM)BlueBlur97 Wrote: [ -> ]The last sheet looks pretty nice, but the first and second sheets have no shading, which make them look boring. Sad
Other than that, I think OK.
Disclaimer: You may get some harsh C+C over here, but that's a good thing! Don't be offended.

Thanks, I agree, actually. I'm not all that good at shading yet, so I understand I need to work a bit on that.
And I actually want that sort of harsh scrutiny! The only way I can figure out what I do wrong is if people call me out on my errors, right?
i don't get most of what you're trying to do. Is this game a platformer? is this game in a top-down perspective, like Zelda? are they just props or will have uses?

In either of those cases, the metals need work. Metallic objects have strong contrast in their shades, and even if they're metal they hardly will be a pure gray color. I suggest shifting your hue a little; blue might work.

avoid using pure black too, as it makes things really flat and ugly. Use a darker shade of the color instead, it is less harsh for the eye.
(05-23-2012, 09:03 AM)Arisa Wrote: [ -> ]i don't get most of what you're trying to do. Is this game a platformer? is this game in a top-down perspective, like Zelda? are they just props or will have uses?

In either of those cases, the metals need work. Metallic objects have strong contrast in their shades, and even if they're metal they hardly will be a pure gray color. I suggest shifting your hue a little; blue might work.

avoid using pure black too, as it makes things really flat and ugly. Use a darker shade of the color instead, it is less harsh for the eye.

Ah, thank you! I'll keep that in mind when I go back to fix these, much appreciated!
To answer your question, it's going to be an RPG with a top-down perspectiv
(05-23-2012, 09:05 AM)Archive Wrote: [ -> ]
(05-23-2012, 09:03 AM)Arisa Wrote: [ -> ]i don't get most of what you're trying to do. Is this game a platformer? is this game in a top-down perspective, like Zelda? are they just props or will have uses?

In either of those cases, the metals need work. Metallic objects have strong contrast in their shades, and even if they're metal they hardly will be a pure gray color. I suggest shifting your hue a little; blue might work.

avoid using pure black too, as it makes things really flat and ugly. Use a darker shade of the color instead, it is less harsh for the eye.

Ah, thank you! I'll keep that in mind when I go back to fix these, much appreciated!
To answer your question, it's going to be an RPG with a top-down perspective.
Sorry, I forgot to answer the other part of that. A lot of these are indeed props, but some of these do have uses as doors and the like.
If it's in top down perspective,
(05-23-2012, 09:05 AM)Archive Wrote: [ -> ]
(05-23-2012, 09:03 AM)Arisa Wrote: [ -> ]i don't get most of what you're trying to do. Is this game a platformer? is this game in a top-down perspective, like Zelda? are they just props or will have uses?

In either of those cases, the metals need work. Metallic objects have strong contrast in their shades, and even if they're metal they hardly will be a pure gray color. I suggest shifting your hue a little; blue might work.

avoid using pure black too, as it makes things really flat and ugly. Use a darker shade of the color instead, it is less harsh for the eye.

Ah, thank you! I'll keep that in mind when I go back to fix these, much appreciated!
To answer your question, it's going to be an RPG with a top-down perspectiv

If it's a top down perspective RPG, then the second and first sheets don't look right. Try giving the sprite a more realistic look by tilting it in the opposite direction of the view point. Most top - down perspective games don't use a view point that's directly above the scene (aka: the first sheet). The second sheet's view point looks like it could fit into a sidescroller.
(05-23-2012, 11:28 AM)BlueBlur97 Wrote: [ -> ]If it's in top down perspective,
(05-23-2012, 09:05 AM)Archive Wrote: [ -> ]
(05-23-2012, 09:03 AM)Arisa Wrote: [ -> ]i don't get most of what you're trying to do. Is this game a platformer? is this game in a top-down perspective, like Zelda? are they just props or will have uses?

In either of those cases, the metals need work. Metallic objects have strong contrast in their shades, and even if they're metal they hardly will be a pure gray color. I suggest shifting your hue a little; blue might work.

avoid using pure black too, as it makes things really flat and ugly. Use a darker shade of the color instead, it is less harsh for the eye.

Ah, thank you! I'll keep that in mind when I go back to fix these, much appreciated!
To answer your question, it's going to be an RPG with a top-down perspectiv

If it's a top down perspective RPG, then the second and first sheets don't look right. Try giving the sprite a more realistic look by tilting it in the opposite direction of the view point. Most top - down perspective games don't use a view point that's directly above the scene (aka: the first sheet). The second sheet's view point looks like it could fit into a sidescroller.
Ah, thank you! Perspective hasn't really been a strong suit of mine, but I'll give it a shot!
If you don't fix up the sprites at this stage, It might be difficult for you to adjust the sprite later. (this varies from person to person however. I usually try and make my sprites the way I want them to look like from the beginning)
Got it. I will probably repurpose most of these somehow, in that case, perhaps as map tiles.

Thank you for all the help, this is really great for me and i appreciate you taking the time to aid me!

Also, any tips on doing vertical surfaces would be much appreciated.
(05-23-2012, 04:23 PM)Archive Wrote: [ -> ]Also, any tips on doing vertical surfaces would be much appreciated.

What do you mean? Be more specific (like the kind of vertical surface and stuff).
(05-24-2012, 07:15 AM)BlueBlur97 Wrote: [ -> ]
(05-23-2012, 04:23 PM)Archive Wrote: [ -> ]Also, any tips on doing vertical surfaces would be much appreciated.

What do you mean? Be more specific (like the kind of vertical surface and stuff).

Walls, metal ones.
My main issue is getting it to look like a wall, as well as creating the bits that connect the wall bits to the floor bits.
Please excuse my lack of verbosity, I am rather exhausted at the moment.
Metal walls are usually shiny and have strong contrast in there shades, as Arisa said. Just try and make the best looking wall you can and post it so we can see it. Smile