Is my art fit for human consumption? (C&C)

Started by SupSuper, Sun 15/04/2007 01:07:42

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SupSuper

**mini-rant**
Once upon a day me and a friend set off to make an adventure game. He wrote, I scripted. Those were our things. However, we failed to find anyone else to help out. And a game can't exactly be played if there's nothing to be seen. But we didn't let that stop us, so we just made up some crude art placeholders and a batallion of Rogers to keep on making our game.
The problem is, we still haven't found any help (and probably never will), and we can't exactly release The Roger Twins Travel Through Increasingly Odd Places. Thus I have been incumbered with a task that's completely not my thing: the art. If I had my way I'd make a dynamically drawn game.
**mini-rant**

So, to make sure people won't gouge out their eyes and possibly sue us afterwards, I figured I'd better take my "art" with experts on the matter. Now, I'm not looking to create masterpieces. The more time I spend at this, the more work it becomes and the more it bothers me.
So I'm mainly looking for C&C on things that'll affect the enjoyment of the game. Flagrant flaws, problems, things missing, things you can't figure out what they are, etc. If you wanna point out anything else, feel free, I just don't guarantee that I'll look into it. Heck, the crappiness of the art might make the game more enjoyable. :P

To start off, here's some backgrounds:


These are just some... well, docks. Wooden docks. With a wooden barrel. And a wooden boat... well it's a wooden era. :P


These are just some baths. Roman era. They'll have some people in the middle and it's merely cutscene non-interactive material.

Oh and I use Flash for this. Pixel art's never been my thing. I also stick to one-point-perspective or isometric perspective. (whichever fits best)
Programmer looking for work

Ghost

Well it is simple art, but there has been worse I'd say. It doesn't exactly make me drool, but it doesn't hurt, either. If you keep it consistent, I don't think it will actually deduct from the game.

First pic: The wooden docks go all the way into the cement; there should be one line going down where dock meets pavement. The perspective looks very sharp; you could try making the lower line of the building almot parallel to the line of the pavement.

Second pic: Make the sockets of the pillars bottoms slightly curved to make them look round, and don't make the top of the socket in one line with the floor.

The colours are okay- flat but not badly chosen to support the pic.

Hope that was a little help.

Ozzie

The boat in the first picture doesn't exactly look like a boat, more like a floating wooden platform.
Other than that, everything is recognizable, though a bit bare.
Robot Porno,   Uh   Uh!

Moresco

Vary the wood color from the dock to the boat, they seem the same.  Also you could add some detail to the boat in order to really sell it as an actual boat.  It doesn't have to be super detailed, just draw some things you'd see on a real boat.  For instance the edge of the boat, if that's the top of the boat, shouldn't the inside be lower?  Draw a rail, life preserver...anything...
::: Mastodon :::

MashPotato

These look fine and functional :).  Just want to mention that if you're outlining everything in black, watch out for coloured lines overlapping them and breaking them up (eg. where the tile lines hit the wall, and the pool). 

SupSuper

Cripes. I was expecting something harsher.

@Ghost: Yikes, I thought I drew the docks going into the pavement, but the way I did it, they don't. Thanks for noticing.

The building is actually parallel, it's just since all the lines go into that one point up on the horizon, it doesn't look like it. Distorted perspective and all that.

I'll fix the pillars.

@Ozzie, theRedPress: Yes the boat is rather crap, as a lot have pointed out. I'll probably draw it with a reference this time and redo the thing.

@MashPotato: Yeah I know about the deal with the lines, it's a Flash thing, I'll look into fixing it.

The drawings are rather void in detail because I'm not too imaginative, plus the way I draw, everything stands out so I'd have the urge to check for interactions on everything. So I mostly just draw what's needed.
Here's some other stuff with some more detail, if you prefer. Pay no attention to my copy+paste ways. :P



Programmer looking for work

Moresco

Hmm, I don't want to nag, but that perspective is off in both backgrounds.  You don't have to care about this, but at the very least lower the top line of both doors so it doesn't standout quite so much.
::: Mastodon :::

Indeleta

Nice, it reminds me of playing old classic games. Though I think the doors are slightly big if the ratio of the character going in and out does not match?

HillBilly

I suggest either removing the outlines completely, or do them in a darker shade than the color of the object you're outlining. I'd go with the former, seeing how line tool is hard to work with.

SinSin

Currently working on a project!

Babar

If not all the outlines, at least the one showing the curved corner of the sheet on the bed. I don't think it's necessary, and the shading would look better without it.
The ultimate Professional Amateur

Now, with his very own game: Alien Time Zone

Afflict

Afflict  pulls out the broken record...

In the meantime I'd forget about the coloring and everything else. Concentrate on perspective and Google some tutorials.


ATM the main problem with your pics are the perspective, mainly the viewers eye level seems to be somewhere at the rooftop where its suppose to be somewhere just above the middle of the door.

Regardless using a VP (Vanishing Point) Will help your drawings ALOT!

Enjoy,

Afflict

Andail

I just put together a basic model to work with. What you do is that you have three (or more) layers open. Use the top layer to draw helplines that you use to create a proper perspective. Those helplines converge in the viewpoint of the image.
Draw the basic shape of the room on the bottom layer and then use additional layers to draw the furniture.
Toggle the visibility of the top layer to make sure you follow the perspective. Delete this layer when you're done with the image.



Now, from this on you must make sure to fix the outlines. Either you keep them black, or you fill them with a darker shade of the colour they're outlining. Either way, just make sure you get rid of all the double pixels, so that they look clean and nice.

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