- Does the player's rover look too flat compared to the other bots? I may redesign the chassis and head slightly
IMO yes. The bots look more consistent with the rest of the tileset.
- Suggestions for new tiles, new areas, or new bot types
springbot? moves by bouncing on a coil
turret or some other pop-up/pop-out option
- Suggestions for improvement
Animate the bots' eyes...maybe they light up for attck/damage or move left/right to simulate "scanning". Just spliting hairs though....it all looks really good to me.
I like the level layout for the prototype, by the way.
I like the variety myself - maybe add a bow-and-arrow weapon or a beltless torso?
Only thing I noticed is a lack of shading on the body parts, and that's only because I see it in the shields and in your other work. By design? Just curious...not even sure I would call it a "critique".
suggestion/feedback: I'm a parent and, at first glance, the red lettering looks a little bit like blood. It's obviously just paint when the pixies are in the image, but it's not so obvious without them.
It's NOT a deal-breaker...the quality is outstanding and I would still let my kids (ages 8 and 11) use an app with these graphics, it's just a little feedback for your future projects from a parent's perspective. Maybe a lighter shade of red like in your "Sultan" character or something in a purple range would work too.
I took a look at the previous releases -- the evolution of this pack has been very impressive, especially the amount of variety you've added. Really looking forward to seeing the Ortho version. Well done!
OK, I hear you...I've always used the .PNG versions in LPC submissions and not the Tiled files. Maybe you can do both formats?
As for the cliffs, I use GameMaker and place invisible/unpassable objects on my cliff edges, leaving the transition tile open/clear. GameMaker also lets you base movement on tile depth - cliff edges are at a different depth from the "lower"/"ground" tiles and unpassable. I have trouble getting the slopes and stairs to look right in GameMaker, so I use ladders, bridges or unbordered terrain to make my transitions.
1. I'm still a bit of a noob, but don't think OGA is the right site for platform-specific content. If it can't be used in GameMaker or Unity (for example) as well, then it probably belongs on an SGDK2-dedicated site.
2. Per above, maybe extract the unique or edited resources and re-submit them as generic graphic files?
3. I'm probably not the one to provide the best help, but if you can be more specific about what you're not understanding, one of the artists here can probably give you some better direction.
I use Photoshop to select/replace colors or use the magic wand to highlight a section and then adjust the hue/saturation to the right color.
You can also use GIMP or Paint.net (both free). It's not technically/artistically difficult...you just have to get used to whichever image editor you're using. The zombie (attached) might not need much change - maybe recolor the hair or darken the clothes some.
Kenney's releases are public domain so you can freely edit them, but always double check the license if you start messing around with other works.
IMO yes. The bots look more consistent with the rest of the tileset.
springbot? moves by bouncing on a coil
turret or some other pop-up/pop-out option
Animate the bots' eyes...maybe they light up for attck/damage or move left/right to simulate "scanning". Just spliting hairs though....it all looks really good to me.
I like the level layout for the prototype, by the way.
I used them in a personal project for my daughter (unreleased)...she absolutely loves them.
I like the variety myself - maybe add a bow-and-arrow weapon or a beltless torso?
Only thing I noticed is a lack of shading on the body parts, and that's only because I see it in the shields and in your other work. By design? Just curious...not even sure I would call it a "critique".
suggestion/feedback: I'm a parent and, at first glance, the red lettering looks a little bit like blood. It's obviously just paint when the pixies are in the image, but it's not so obvious without them.
It's NOT a deal-breaker...the quality is outstanding and I would still let my kids (ages 8 and 11) use an app with these graphics, it's just a little feedback for your future projects from a parent's perspective. Maybe a lighter shade of red like in your "Sultan" character or something in a purple range would work too.
I took a look at the previous releases -- the evolution of this pack has been very impressive, especially the amount of variety you've added. Really looking forward to seeing the Ortho version. Well done!
Enemies and character: http://opengameart.org/content/enemies-and-characters-pixel-art
Static (side view) characters: http://opengameart.org/content/sideview-pixel-art-rpg-enemy-sprites
Platformer: http://opengameart.org/content/platformersidescroller-characters-and-ene...
Top Down: http://opengameart.org/content/top-down-2d-jrpg-32x32-characters-art-col...
Dude, this is sweet! Love how the character "bounces" as he's fighting. Well done.
OK, I hear you...I've always used the .PNG versions in LPC submissions and not the Tiled files. Maybe you can do both formats?
As for the cliffs, I use GameMaker and place invisible/unpassable objects on my cliff edges, leaving the transition tile open/clear. GameMaker also lets you base movement on tile depth - cliff edges are at a different depth from the "lower"/"ground" tiles and unpassable. I have trouble getting the slopes and stairs to look right in GameMaker, so I use ladders, bridges or unbordered terrain to make my transitions.
Check out the LPC demo for an example - it uses ladders on the cliffs: http://www.seveibar.com/liberated-pixel-cup/
1. I'm still a bit of a noob, but don't think OGA is the right site for platform-specific content. If it can't be used in GameMaker or Unity (for example) as well, then it probably belongs on an SGDK2-dedicated site.
2. Per above, maybe extract the unique or edited resources and re-submit them as generic graphic files?
3. I'm probably not the one to provide the best help, but if you can be more specific about what you're not understanding, one of the artists here can probably give you some better direction.
I use Photoshop to select/replace colors or use the magic wand to highlight a section and then adjust the hue/saturation to the right color.
You can also use GIMP or Paint.net (both free). It's not technically/artistically difficult...you just have to get used to whichever image editor you're using. The zombie (attached) might not need much change - maybe recolor the hair or darken the clothes some.
Kenney's releases are public domain so you can freely edit them, but always double check the license if you start messing around with other works.
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