GameSalad

Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

Need feedback on art style for platformer

FrazzleFrazzle Posts: 223Member
I've been making small changes for the graphical style of my game and I feel like I need a kind of re-assessment of it by more experienced game designers. The game has a simplistic Blocky retro look but with minor effects like fading in and out for lasers etc. http://frazz3l.tumblr.com/ - The top image shows different objects, in proportion to eachother.
Constructive criticism is welcome, FM.

Comments

  • VGXVGX Posts: 796Member
    To me it looks perfect as is it
  • GraphicWarehouseGraphicWarehouse Posts: 927Member
    what art? isn't that just a bunch of programming blocks?
  • 8bitninja8bitninja Posts: 367Member
    I agree with @VeiraGames, I like the simplicity of what you have there.
  • bjandthekatzbjandthekatz Orlando, FlPosts: 1,375Member
    Some games look good with little art. I like how simple the game is, yet still attractive.
    Keep up the good progress :)
  • FrazzleFrazzle Posts: 223Member
    Thanks for the positive feedback <3
    FM.
  • VolontaArtsVolontaArts Posts: 510Member
    edited September 2013
    yea looks retro like it should

    maybe on the lazer you can add 2 colors, middle line lighter then outer line.....

    so just make a red laser for example... dark/outer red width 20 and lighter/middle red 16 or something like that. lay them on top of eachother so u can see the dark/outer red as a edge around the lighter/middle red.

    and maybe make the dark red flicker as it comes on.. idk just play arround with it and whatever looks best....sorry im bad at explaining :[email protected]

    hope it made sense

    edit: heres what i was trying to explain to get that light color inside and dark outside

    http://www.codepoke.net/wp-content/uploads/2011/12/preview.png
  • FrazzleFrazzle Posts: 223Member
    Thanks for the feedback - I've in fact already implemented a red laser, and all lasers 'flicker on' when the level loads, just as you said. I'll eventually try out the graphic design you mentioned though, thanks.
  • mataruamatarua Auckland, New ZealandPosts: 854Member
    edited September 2013
    Hi there - here's some feedback - your art style is very basic and blocky and has high levels of contrast. Now all fine art has fine technique but also solid structure. Great cinematography has great lighting but also great structure. I have left the real word that I am referring to out - that is 'composition' and that is what you need to get bang on the pixel.

    You are pretty close to be honest - nearly there :) But...

    Currently the layout is not centered vertically or given any less obvious perfect compositional boundaries (which are much more strict).

    The blocks above the floor line also lift the feel of the composition.

    To learn about this see the 'Rule of Thirds' which is used extensively in film making and art - and then the 'Golden Section' which is used extensively in fine arts.

    You might need to tweak it a bit to get the sweet spot.

    You can look at minimal fine art and it just hums with life - why? Composition derived brilliance.

    With something like this, as a designer to me it lacks a little structure and character. This is due to the very slightly off placement of the floor level - it's neither here nor there to my eye - it only needs to move slightly down however to come right...

    Then there is the character of the game. I have done some quick layouts where I adjusted the layout to the rule of thirds to the pixel and then added some character with stage names, tries, and times - this is then set off with a skull dude who has eyes the size of his holes left and right. I left them grey so he could balance on the edge ;)

    That's what I have to add - hope it helps as with something this simple it's a tricky subject to talk about - hopefully I have sent some sparks of imagination your way :)

    image

    image

    image

    image

    Hope this helps :)

    The caveat being we deal with a lot of different screen ratios and devices - so it's a mission doing much more than a centered layout at times.

    Random ideas that just came to me.

    Cheers, [email protected]
  • FrazzleFrazzle Posts: 223Member
    I just changed the floor size to a 3rd as you said, definitely looks better than before.
    http://frazz3l.tumblr.com/
    Other possible changes will take alot longer for consideration.
    Thanks for the help! FM
  • mataruamatarua Auckland, New ZealandPosts: 854Member
    @Frazzle - it will do but also visual weight is an issue to consider. The best way to illustrate this is in a typography example. How an O sits on a baseline in comparison to an N for example - the O is tweaked down and up. The O sits lower as it's shape if baselined seems higher. So there are sub rules within the rules - but as you say it looks better - fine tune that, go better again if you can :)

    Cheers, [email protected]
  • part12studiospart12studios Posts: 619Member
    The only thing that caught my eye in watching the video is that your hidden blocks might frustrate players if you don't give them some way to see the hidden blocks..

    maybe you have to hit a trigger or do something to make them appear briefly.. or make them very faint.. maybe they appear for just a moment when the level starts.

    just watching the video, I would never have known i could jump up and find one of these invisible blocks.

    overall though yea the minimalism works for this kind of game. well done :)
  • FrazzleFrazzle Posts: 223Member

    The only thing that caught my eye in watching the video is that your hidden blocks might frustrate players if you don't give them some way to see the hidden blocks..

    maybe you have to hit a trigger or do something to make them appear briefly.. or make them very faint.. maybe they appear for just a moment when the level starts.

    just watching the video, I would never have known i could jump up and find one of these invisible blocks.

    overall though yea the minimalism works for this kind of game. well done :)

    A ghost block button has already been created, I will probably start delving deeper into implementing it soon. Thanks for the help though,guys!

    FM.
  • FrazzleFrazzle Posts: 223Member
    Bump.
  • LoadedLoaded Posts: 240Member
    @Frazzle it's awesome man, kind of Tron'y. My only preferences is the hero having legs and arms... he could still be a block with little stumpy limbs... just my preference.

    Website » Twitter » Facebook » Loaded Arts - Fun for thumbs.

    Developer Blog » 08/01/2015 - Week 72 – Apple, the great dictator…

Sign In or Register to comment.