Dat pixel craze

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Yoorah
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Re: Dat pixel craze

Post by Yoorah » Tue Feb 25, 2014 8:36 pm

somecoolguy wrote:
Armelle wrote:I don't really mind the black outline much
is that a cat in her hat?
p.cute either way
Yup its a cat wearing a hat on her hat. Supa kwai
Armelle wrote: creative juices must flow ~(´・ω・`)
TOO HARD. I'm just going to use various character avatars of people I know. The catblob hat witch is my friends avatar too.


Its this kind of color scheme that makes me feel like everything will blend together with the background if i don't black outline things. If I make a wooden floor/ sand colored background, it'd look very much like a floating head. But who knows, I'll have to slap it in rpg maker with some background art and see.
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You have the right idea. The key is to make the outline with a darker shade--this way you can make a clear outline, without wasting detail on a useless black pixel (and make it ugly in the process). Example:
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In your case, I think you'd have to pick a slightly darker shade for the outline.
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Kapra
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Re: Dat pixel craze

Post by Kapra » Wed Feb 26, 2014 3:47 am

I'd like to give an opinion on the outline but I would have to see a mockup first before I can say anything constructive.

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Re: Dat pixel craze

Post by somecoolguy » Wed Feb 26, 2014 4:21 am

Yoorah wrote:
In your case, I think you'd have to pick a slightly darker shade for the outline.
For these sprites, I think all I can do is change the color of the black outline to a less clash-y color if I use it at all. I'd integrate the outline into the sprite art itself like in tales of phantasia, but they're working on a bigger resolution. At 32x48, one block is a big chunk of the image, and no matter what I do, it'll probably be pretty noticeable.


On that note though, I slapped my first working character without outlines in to test it out. RPGmaker adjusts non 32x32 sprites to have 32x32 hitboxes at its foot. It saved me a lot of trouble, cuz now my sprite overlaps correctly when talking to things. I might have to change the middle walk cycle though. RPGmaker uses that as the idle pose and now my sprites look like they're doing squats.

I think it looks ok without an outline. Probably want backgrounds that aren't solid colors. If I avoid that it'll probably be ok.
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Also there's like a 90% chance this won't be a knight mage warrior type of RPG, so if you want your character in, you don't have to cater to that archetype
Kapra wrote:I'd like to give an opinion on the outline but I would have to see a mockup first before I can say anything constructive.
Outline as in the game idea? Hokay, but heres some background info first.
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So this game idea spawned from my love of Harvest Moon FOMT for the GBA. It was the first one I played, and little did I know, it was one of the only good ones. While chasing your waifu, you got to do cute little scenes where you and your waifu got closer. However, your waifu could also have these scenes with other NPCs (your rivals), and you could walk in and see them accidentally. I really loved this. It added a sense of urgency when pursuing your waifu, as if someone else was gonna steal her away any minute. More importantly though, it fleshed out all the townsfolk, because when you chase waifus, you usually tunnel vision onto them, only bothering to do something if it involves your waifu getting closer to you.

Premise:

So the game premise is simple. You wash onto an island, you find a small village of people who allow you to stay as long as you pull your own weight, and your job is to not die by finding materials to build a shelter, eat, etc. On the outskirts of the island village is the unknown forest full of things to explore and find. This is generally where you'll go to get supplies. Alternatives to going out and gathering is taking up part time jobs for the townsfolk. Making these tasks not tedious bullshit minigames is still something I'm thinking about, because if a player doesn't like hunting in a forest and wants to hang out with NPCs, I want to be able to provide an alternative.

Gameplay:

Gathering will be pretty straight forward. If you see it, you go up to it and pick it up. In the forest there will be different things that can be interacted with. Example: If you examine a tree, it could say that you see a fruit just out of reach. If you have a stick, you can get it. If not, you don't get it. There will be traps and such, but they will be foreseeable. Materials can be combined into tools that will help you get things in the forest.

Hunting is something I haven't thought out fully. At the moment, I imagine it to be average turn-based RPG, but the enemies (animals) are visible on the map. Before engaging them, you can do a various amount of things to give you an advantage. You can shoot a dart at it , set traps and wait for it to walk over it, etc. After these things happen, you can engage the enemy who is now crippled in some way.

Example: A rabbit is easy prey to kill, but engaging it is difficult because it is fast. You can set a spike trap, chase the rabbit towards it, and slow it down. Then you can engage it and bring home the bacon. A bear is hard to kill, so you want to cripple it first. A possible trap could be a beehive full of honey. Slap that down, bear goes towards it, bear becomes blinded by stings. Now when you go and engage it, it'll have higher miss ratios.

Goal:

Your overarcing goal is to not starve. How you do it is up to you, and whatever surplus you make, you can put towards better equipment, fancier living space, nicer clothing, and things that just make your life easier.
Of course, this is pretty ambitious. I don't expect to implement all these things and they're likely not all going to be as great as I imagine. Right now, I am working towards a very basic version: making the world, implementing an in game clock, and having townspeople act on a schedule.
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Re: Dat pixel craze

Post by Sky » Wed Feb 26, 2014 9:42 am

put an outline, it looks weirder with background and no outline
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Re: Dat pixel craze

Post by Yoorah » Wed Feb 26, 2014 10:25 am

somecoolguy wrote:I think it looks ok without an outline. Probably want backgrounds that aren't solid colors. If I avoid that it'll probably be ok.
Spoiler: show
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You do need an outline, just don't make it pure black, as that's a waste of resolution. Yea, the ToP example was more high res, but it actually impacts low res sprites more, since each pixel is more valuable. The shade of the outline needs to depend on the shade of the colour it outlines; you gotta make it significantly darker than said colour. A simpler example:
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Notice how the hat uses a grey outline, while the skin uses a light brown. They also make use of the outline to add detail--namely shadows.. but that's not really required.

And damn, you're making me want to get back into game development. I wonder how difficult it would be to code a relatively simple RPG engine for mobile these days. Maybe I should try that for fun...
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Re: Dat pixel craze

Post by Sky » Wed Feb 26, 2014 10:48 am

rpg maker is relatively easy and requires little to no programming skills to make basic ones (for computers)

doing from scratch or working for other environment, it's a lot easier than before with the tools and stuff now available online
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Re: Dat pixel craze

Post by Armelle » Wed Feb 26, 2014 12:38 pm

this reminds me that i used to play with RPG maker for a while
i booted one of my old projects up and found this
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Re: Dat pixel craze

Post by Yoorah » Wed Feb 26, 2014 1:30 pm

Sky wrote:rpg maker is relatively easy and requires little to no programming skills to make basic ones (for computers)

doing from scratch or working for other environment, it's a lot easier than before with the tools and stuff now available online
Yea, I know. Never tried RPGMaker, myself. Used RPG Toolkit, as it was free and more powerful. x) But even then, I didn't play with it much.

I'd have to code my own thing for a phone. The main thing to think about is to figure out the scope of the project I'd want to and be able to undertake. A good design involves analysing the "bang for the buck" in terms of system complexity. As such, I'm thinking about what kind of mechanic I could go for... ah well, *gets back to real work*!
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Re: Dat pixel craze

Post by somecoolguy » Thu Feb 27, 2014 2:28 am

So heres an outlined version. It pops out more for sure, but there are games like pom gets wifi that pull off non outlined sprites because everything else complements the colors.
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Re: Dat pixel craze

Post by Yoorah » Thu Feb 27, 2014 8:13 am

I think that looks a lot better! You could also add outlines/shading to the hair.
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