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#gamedev #animation #designconcept #gameconceptart #mockup #pixelanimation #pixelart #pixelartist #indiedev #mockuppixelart
Published: 2018-09-05 20:10:04 +0000 UTC; Views: 1775; Favourites: 88; Downloads: 16
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Description
A mock-up for a game we're making! I wanted to get the general look and art style for the game, that is going to be top down and story driven.Related content
Comments: 31
GomesRocket [2019-04-28 17:25:00 +0000 UTC]
Looks really coll, did you need help with something?
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Ioruko In reply to GomesRocket [2019-04-29 11:12:07 +0000 UTC]
Thank you! Not really, just getting used to making art for game purposes
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FantasyRebirth96 [2018-09-21 01:37:43 +0000 UTC]
Oh wow it's like a beat em up style! Nice going on this overall!Β
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Ioruko In reply to FantasyRebirth96 [2018-09-21 17:00:39 +0000 UTC]
Thanks, it's going to be a top down game, but I get why it looks like a beat em up. It's not final, so I think I will eventually improve the assets
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RosalynTheKind [2018-09-14 11:56:44 +0000 UTC]
This makes me really excited to see the final result! (Don't rush the project, though, work at your own pace!)
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u-007 [2018-09-10 18:29:58 +0000 UTC]
This is so amazingly good!!!!!!! Everything about this looks absolutely amazing! I am glad you are going full pixel art style. I seen some ppl do the game in pixel art, but on dialogue, the portraits and text is just normal drawings. Not that it is bad, but sometimes I feel like having it full in one style makes it better. Also, it is looking very badass!!! Keep up the amazing work!
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Ioruko In reply to u-007 [2018-09-12 14:19:34 +0000 UTC]
Thank you very much! Yes, I also think that dialogue portraits and even UI should be in pixel art. It gives the picture on the screen more integrity, besides I love to draw big pixel characters.
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u-007 In reply to Ioruko [2018-09-18 03:47:09 +0000 UTC]
Exactly! That is awesome. I am still having some trouble drawing pixel art, or rather, I am having issues animating. I am using this software called Aseprite and it has worked wonders, but when I need to animate, is a bit tough, because when I wanna do something like rotating a layer, it completely messes it up, so drawing frame by frame is the only way I have found, which I don't mind on stuff like hair or clothes, but when it is objects like swords, it is a bit tough to redraw it exactly, but in a different angle. Also, it doesn't help i am a noob haha
Anyhow, keep up the awesome work!!!
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Ioruko In reply to u-007 [2018-09-18 17:51:01 +0000 UTC]
Yes, I also use Aseprite, but for bigger stuff I prefer Photoshop, because Aseprite's brush works better for mouse input, I think. It snaps to grid and that's ruining my experience when I want to make a smooth stroke (I use pen and tablet).Β
Animating in Aseprite is more convenient, as well as exporting sprite sheets. But you're right, if an animation involves a lot of rotating or/and repositioning of weapons, I'd prefer PS tools.
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u-007 In reply to Ioruko [2018-09-24 16:12:20 +0000 UTC]
Yeah, maybe I should do the same. I am only using Asesprite for everything at the moment, and while it is amazing, I think Photoshop might give me much more control. The thing with photoshop is that, cuz of the whole arsenal tools it carries, sometimes it gets a bit more complex to move around between tools, well at least for me lol. I also use pen and tablet, and then use the mouse to clean up jagged lines. I am still a noob, but I am getting more used to this. Just to make an idle cycle has taken me about a week lol. When I finish drawing, I see the animation looking real smooth and nice, and then I remember I need to go back and color it xD haha I am now thinking if I Should color it on first frame and just work from there, maybe that is the correct way to do it. Ill experiment on that for the walking cycle.
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Ioruko In reply to u-007 [2018-09-25 18:43:36 +0000 UTC]
Well, it takes a bit of time to get used to Photoshop, I've been usi g it for quiet a long time and I still don't know most of the features myself (well, I could've decide dto learn them, but I dodn't need it). You can cut the number of frames. For pixel art a run cycle can be 4, 6, 8, 10 etc frames. 4 is the least I can recommend. Also start with shapes (differently colored body parts) for smoother animation.
I used to draw every body part on a different layer and I still do for some anims. It helps if I want to move or rotate it. But still the smoothest effect is achieved through drawing shapes by hand, I think.
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u-007 In reply to Ioruko [2018-10-16 16:37:55 +0000 UTC]
that sounds like like a great idea. I do draw sections in different layers, like head, mid-body, and lower body. I think it might make it better to if I do have them all separately like you suggested. I think my main problem right now is that I am extending the frames lol I made an idle cycle with like 14 frames. I was kinda imitating the style of some of Arc System fighting games that use pixel art(like BlazBlue), but it seems I might be just complicating things much more than I should for myself lol
And yeah, I completely agree. Transforming can only get you so far. What I am doing sometimes is to transform/rotate/etc to us as reference, then I draw over it and make the lines better.Β
Thanks for the advice
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Ioruko In reply to u-007 [2018-10-20 11:39:24 +0000 UTC]
No problem!Β
Yeah, I too tried to emulate a run cycle based on a Guilty Gear character first time I was drawing it, but it turned out meh, because I lacked some basic knowledge about animation and practice.Β
You will get better with practice and a bit of learning, so keep doing what you do
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u-007 In reply to Ioruko [2018-10-30 19:56:36 +0000 UTC]
Thanks you! I will keep working hard at it.Β
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IsobeTamiyo [2018-09-06 04:36:49 +0000 UTC]
Damn this looks good! Are those the enemies? They look amazing!
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Ioruko In reply to IsobeTamiyo [2018-09-06 08:46:21 +0000 UTC]
Yes, the ones with guns and in uniform, thank you!
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IsobeTamiyo In reply to Ioruko [2018-09-06 19:22:32 +0000 UTC]
Dang! Why do the bad guys always get the coolest stuff?!
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unit6400 [2018-09-06 03:02:29 +0000 UTC]
Looks good, I'll definitely keep an eye on this!
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Ioruko In reply to darkdruid1206 [2018-09-06 08:48:26 +0000 UTC]
It could be too early, but for niw we're calling this project "Moonwell"
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darkdruid1206 In reply to Ioruko [2018-09-09 07:19:58 +0000 UTC]
Awesome ill be sure to keep an eye out for it! (Do you think you could send me a link to the steam/store page when its out if you remember?)
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Ioruko In reply to darkdruid1206 [2018-09-12 14:16:46 +0000 UTC]
Sure, if I remember to do so, although it's not going to be ready to play for a while. We are currently on a prototype stage of development, once we finish it, anyone can playtest the demo (hopefully)
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darkdruid1206 In reply to Ioruko [2018-09-13 05:37:35 +0000 UTC]
awesome thanks! will it be on steam/greenlight do you think?
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Ioruko In reply to darkdruid1206 [2018-09-17 08:35:52 +0000 UTC]
Yeah, definitely on Steam, the target platform is PC (for now)
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