GSquadron Posted September 1, 2015 Share Posted September 1, 2015 Hello.I was interested to hear your thoughts on the game art of an upcoming game. If you want to follow the development, check the twitter account.@gsquadronstudio Quote Link to comment Share on other sites More sharing options...
lekzd Posted September 1, 2015 Share Posted September 1, 2015 On my opinion, background and foreground has contradictory styles, but main menu so good)Looks like artist spent a most part of time to buttonsMaybe, if foreground objects has little shadows like buttons and don't have gradients it may to look better Quote Link to comment Share on other sites More sharing options...
GSquadron Posted September 1, 2015 Author Share Posted September 1, 2015 I could not find a background which was suitable for this kind of game, can you suggest any? Quote Link to comment Share on other sites More sharing options...
alex_h Posted September 1, 2015 Share Posted September 1, 2015 In that third one the background colour palette is very close to the one used for the content (walls, throwing stars, etc) which makes them hard to see. You could also try blurring the background a bit so that the other contents detail makes it stand out more. Quote Link to comment Share on other sites More sharing options...
lekzd Posted September 1, 2015 Share Posted September 1, 2015 In top-down game, background must be in visual depth on back, select the main theme of your levels style with this perspective.Maybe it makes sense, to draw example scene in Paint with lights and shadows only, to find better light ballance, and changes textures bright for for needle lightness Quote Link to comment Share on other sites More sharing options...
GSquadron Posted September 2, 2015 Author Share Posted September 2, 2015 @lekzd that kind of art is really cool, but me and the artist both thought of a top down view and not an isometric perspective. Quote Link to comment Share on other sites More sharing options...
lekzd Posted September 2, 2015 Share Posted September 2, 2015 Okay, remove walls and other isometric vertical facets, you can to make different planes without it Quote Link to comment Share on other sites More sharing options...
GSquadron Posted September 2, 2015 Author Share Posted September 2, 2015 All the top down shooters I have seen so far had the isometric assets, so I guess the one I worked on is something different. Quote Link to comment Share on other sites More sharing options...
Traceur93 Posted October 12, 2015 Share Posted October 12, 2015 The graphics will be the final graphics?Or there's something to do? Federico http://jesterapp.blogspot.it/ Quote Link to comment Share on other sites More sharing options...
mattstyles Posted October 29, 2015 Share Posted October 29, 2015 Isometric or top-down, it doesnt matter, the example @lekzd posted shows that the background should be very much secondary to the foreground. The problem you have is that you're not establishing a figure/ground relationship, which leads to dissonance and confusion for the player. The background should contain (probably) very little detail, very little to draw the eye, it simply creates a backdrop to make the foreground elements shine. Too busy and you've drawn the eye. Light and shade is key to creating depth, given your strict top-down perspective its likely that this will be reflected wholly in your colour palette choices, which usually means going to colder or darker shades for your background. There is much theory available on this, and on establishing figure/ground, so you can get as complicated as you like. If your players barely notice the background then you're winning. There are also a couple of anti-aliasing inaccuracies on your home screen and I think there are a few errant pixels on your top-down in-game ninja—the fingers and some parts of the face really stand out, the skin colour in particular stands out against the black and red. Also, it kind of looks like you're going for a tiled pixel art kind of feel in-game but you're using stock gradients all over the place which is really jarring. Maybe consider using flatter colours with a limited palette (16 colour for example), limited colour ramps (i.e. light to dark in just 4 colours), or maybe even dithering. GSquadron 1 Quote Link to comment Share on other sites More sharing options...
sandudhate Posted November 2, 2015 Share Posted November 2, 2015 Hi GSquadron, Ninja and menu look cool. Awesome I think. Bamboo background suits ninja but other two bgs aren't suitable. For better example, you can take any from the game 'Ninja Jump'. And then, some chinese castles etc. would be better for a ninja, I think. Regards,Sankarshan Quote Link to comment Share on other sites More sharing options...
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