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#16
the game is too monotonous. You got to avoid using the same hue a little (I know it's supposed to be somewhat monotonic, but even then) or else your game will look really boring.

this being said, make the background duller (grayer) to make the sprites pop.



finally the boss' name should be Red Bull
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[Image: deT1vCJ.png]
#17
[Image: iUf7S.png]
Took your spikes idea because I really liked it. Also tried a much better idea for the background. Any improvement?
[Image: advertise.png]
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#18
the pillars are still too bright and mixes with your main sprites, nothing a quick color adjust in photoshop couldn't fix though.
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#19
(04-22-2012, 09:29 PM)Gors Wrote: the pillars are still too bright and mixes with your main sprites, nothing a quick color adjust in photoshop couldn't fix though.
[Image: LB63I.png]
?
[Image: advertise.png]
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#20
if it isn't Gameboy Cameron, Well.
I don't have too much to complain about this actually. Just I'd do darker outlines for the character and the bull.
Other than that, looking pretty neat.
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#21
if you really want to focus everything on the colors, then you're going to rely exclusively on Hue shifting in order to have some proper contrast, and to keep said colors "in-range".
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#22
Alright, now I'm going to go directly into the sprites themselves and flesh out with animations and such. I guess I need to retool the style of the characters firstly, and with that I have some variations:
[Image: BV1QD.png]
If you do have other suggestions I'd love to hear from you guys
[Image: advertise.png]
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#23
I prefer the one without the black outlines.
[Image: sweet-capn-cakes-deltarune.gif]
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#24
i'm digging the middle-of-the-road dark grey for the outlines.

if anything else, i think his right (our left) arm looks kind of noodly. i'd suggest trying to give it more of a point.
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#25
[Image: lPMLF.png]
Meet the new Roy!
[Image: advertise.png]
#26
[Image: WBtso.png]
I've never been a man to do run cycles well, but here's my unedited version of what I have so far
[Image: advertise.png]
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#27
it's in portuguese because I originally made it for my friend but you don't need a buttload of frames to make a smooth animation

[Image: nD7pO.gif]
Spriter Gors】【Bandcamp】【Twitter】【YouTube】【Tumblr】【Portifolio
If you like my C+C, please rate me up. It helps me know I'm helping!
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#28
(04-23-2012, 06:12 PM)Gameboy Wrote: Alright, now I'm going to go directly into the sprites themselves and flesh out with animations and such. I guess I need to retool the style of the characters firstly, and with that I have some variations:
[Image: BV1QD.png]
If you do have other suggestions I'd love to hear from you guys

I like either the one without an outline and the one with the black outline.
Just make sure that whichever you go for, to update enemy sprites as well, otherwise the style and play will feel off.
[Image: aqis.png]
Thanked by: Gors, Garamonde
#29
[Image: JI5eR.gif] [Image: N7QXl.gif]
Reduced it down to 8 frames, and worked hard on getting the basic movement. I'm leaving the arms out of it right now because I'll need different animations for each direction. One with the paintbrush in the foreground and the other with it in the background.


EDIT:
[Image: 8iT0z.png]
[Image: Q9Sm1.png]
I'm debating which one to use. Both are alright, but I was thinking since this is about paint, why not make the background more like a canvas
[Image: advertise.png]
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#30
use the first, the canvas effect is a bit cheap, if you want to add an effect like that sprite a tiling canvas texture to overlay the background, then you could have yourself a cleaner looking canvas sky.
also, a tip for actual use, split up the forests, the mountains and the clouds and sky. They would look magnificent with parallax scrolling, a slight texture size overhead but a priceless effect.
if you don't want parallax scrolling at least split the sky and clouds from the mountains and forests, so the clouds can slow scroll and make the scene look more alive.
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