FlipFlop... the main problem with the screen imho is the consistency of the art... Try to keep things in the same style... I did a quick mock - same style outlines, shadows, colouring of elements and highlights...
SpriteAttack said: FlipFlop... the main problem with the screen imho is the consistency of the art... Try to keep things in the same style... I did a quick mock - same style outlines, shadows, colouring of elements and highlights...
@Jadar - It starts with the title screen/ splash screen... and goes all the way through to the menu, ingame screen, level complete, shops, game over and high score screens... Line them up on one screen and look at what stands out as off/ not quite in style or just different... Most users won't notice it but the will get the feeling of the game being polished and more professional if all elements match and flow together to a good visual game experience.
I usually start by creating a logo and chosing (usually 2) fonts (one for the logo type and headlines or numbers) and one more easily readable (for instructions, level complete messages, etc)... The logo screen then defines the game experience (eg. by using bold and modern fonts with grunge overlays and dark concrete background materials I define an urban feel for the game)... I will then reuse the grunge overlays and similar colourschemes for the ingame backgrounds keeping them in the same lightness/ saturation level... If the logo has a thick comic style outline I would keep all ingame art outlined in a similar fashion.... or keep them in a similar cell shaded style...
The most common mistakes imho are: - the overuse of fonts - stick to 2 or 3 for the whole game UI [unless the font is used in images as lettering for shops/ packaging/ etc.] - drastic changes in light and contrast - keep screens on a similar level - you can progress through the colour realm - usually starting out less colourful and getting more colourful for boss/ epic scenes - photoshop effects - they are fun but a lot of 'artist' think the more you use the better the image will be... My suggestion is limit your use of fx to a few and keep reusing and variating them - lighting - look at your screens and imagine the light sources needed to create the highlights, shadows of your ingame/ ui elements... It's scary how often you find lights being randomly used for objects that appear on the same screen
I hope this helped a little bit... I could also have a look at your screens if you want me to and point out what I find inconsistent.
SpriteAttack said: @Jadar - It starts with the title screen/ splash screen... and goes all the way through to the menu, ingame screen, level complete, shops, game over and high score screens... Line them up on one screen and look at what stands out as off/ not quite in style or just different... Most users won't notice it but the will get the feeling of the game being polished and more professional if all elements match and flow together to a good visual game experience.
I usually start by creating a logo and chosing (usually 2) fonts (one for the logo type and headlines or numbers) and one more easily readable (for instructions, level complete messages, etc)... The logo screen then defines the game experience (eg. by using bold and modern fonts with grunge overlays and dark concrete background materials I define an urban feel for the game)... I will then reuse the grunge overlays and similar colourschemes for the ingame backgrounds keeping them in the same lightness/ saturation level... If the logo has a thick comic style outline I would keep all ingame art outlined in a similar fashion.... or keep them in a similar cell shaded style...
The most common mistakes imho are: - the overuse of fonts - stick to 2 or 3 for the whole game UI [unless the font is used in images as lettering for shops/ packaging/ etc.] - drastic changes in light and contrast - keep screens on a similar level - you can progress through the colour realm - usually starting out less colourful and getting more colourful for boss/ epic scenes - photoshop effects - they are fun but a lot of 'artist' think the more you use the better the image will be... My suggestion is limit your use of fx to a few and keep reusing and variating them - lighting - look at your screens and imagine the light sources needed to create the highlights, shadows of your ingame/ ui elements... It's scary how often you find lights being randomly used for objects that appear on the same screen
I hope this helped a little bit... I could also have a look at your screens if you want me to and point out what I find inconsistent.
WOW! Thanks so much! I don't have a complete enough game yet, so i can't show one to you just yet. I am working on one, but I'm still trying to figure out what my theme is going to be...
art looks like cut the rope and game play like spin the nut. Please produce something different and innovative if you really want to stay in appstore market.
SpriteAttack said: @Jadar - It starts with the title screen/ splash screen... and goes all the way through to the menu, ingame screen, level complete, shops, game over and high score screens... Line them up on one screen and look at what stands out as off/ not quite in style or just different... Most users won't notice it but the will get the feeling of the game being polished and more professional if all elements match and flow together to a good visual game experience.
I usually start by creating a logo and chosing (usually 2) fonts (one for the logo type and headlines or numbers) and one more easily readable (for instructions, level complete messages, etc)... The logo screen then defines the game experience (eg. by using bold and modern fonts with grunge overlays and dark concrete background materials I define an urban feel for the game)... I will then reuse the grunge overlays and similar colourschemes for the ingame backgrounds keeping them in the same lightness/ saturation level... If the logo has a thick comic style outline I would keep all ingame art outlined in a similar fashion.... or keep them in a similar cell shaded style...
The most common mistakes imho are: - the overuse of fonts - stick to 2 or 3 for the whole game UI [unless the font is used in images as lettering for shops/ packaging/ etc.] - drastic changes in light and contrast - keep screens on a similar level - you can progress through the colour realm - usually starting out less colourful and getting more colourful for boss/ epic scenes - photoshop effects - they are fun but a lot of 'artist' think the more you use the better the image will be... My suggestion is limit your use of fx to a few and keep reusing and variating them - lighting - look at your screens and imagine the light sources needed to create the highlights, shadows of your ingame/ ui elements... It's scary how often you find lights being randomly used for objects that appear on the same screen
I hope this helped a little bit... I could also have a look at your screens if you want me to and point out what I find inconsistent.
Your like yoda I now have to redo my shadows. Would be nice if games salad could do drop shadow with globle lighting.
Comments
Cheers.
The monster and the pizza don't look great with the other style of graphics you have, I would redo them.
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I usually start by creating a logo and chosing (usually 2) fonts (one for the logo type and headlines or numbers) and one more easily readable (for instructions, level complete messages, etc)... The logo screen then defines the game experience (eg. by using bold and modern fonts with grunge overlays and dark concrete background materials I define an urban feel for the game)... I will then reuse the grunge overlays and similar colourschemes for the ingame backgrounds keeping them in the same lightness/ saturation level... If the logo has a thick comic style outline I would keep all ingame art outlined in a similar fashion.... or keep them in a similar cell shaded style...
The most common mistakes imho are:
- the overuse of fonts - stick to 2 or 3 for the whole game UI [unless the font is used in images as lettering for shops/ packaging/ etc.]
- drastic changes in light and contrast - keep screens on a similar level - you can progress through the colour realm - usually starting out less colourful and getting more colourful for boss/ epic scenes
- photoshop effects - they are fun but a lot of 'artist' think the more you use the better the image will be... My suggestion is limit your use of fx to a few and keep reusing and variating them
- lighting - look at your screens and imagine the light sources needed to create the highlights, shadows of your ingame/ ui elements... It's scary how often you find lights being randomly used for objects that appear on the same screen
I hope this helped a little bit... I could also have a look at your screens if you want me to and point out what I find inconsistent.
I now have to redo my shadows.
Would be nice if games salad could do drop shadow with globle lighting.