Java-Gaming.org Hi !
Featured games (83)
games approved by the League of Dukes
Games in Showcase (513)
Games in Android Showcase (120)
games submitted by our members
Games in WIP (577)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
    Home     Help   Search   Login   Register   
Pages: [1]
  ignore  |  Print  
  Fancy graphics without any skills  (Read 4066 times)
0 Members and 1 Guest are viewing this topic.
Offline nikoliazekter

Junior Newbie





« Posted 2014-07-18 18:28:53 »

Guys, i have a great game idea. And code isn't a problem. But the real problem is graphics. I need graphics like in "Cut the Rope" or in "Plants vs Zombies". But I have absolutelly no skills. So in which program do i need draw my graphics (PhotoShop, Flash, etc.) and must it be vector or raster? And give me some tips I must know.

P.S.: I use libgdx.
Offline kevglass

JGO Kernel


Medals: 188
Projects: 24
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #1 - Posted 2014-07-18 18:30:43 »

The tool you're looking for is a quality artist.

Kev

Online death_angel
« Reply #2 - Posted 2014-07-18 18:33:44 »

kevglass is right.
There is no tutorial that will give you the skills of design good graphics.
Try to learn a lot about the tool you using and practise is the key to a good artist  Wink

Like a Boss Hacker
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline Rayvolution

JGO Kernel


Medals: 216
Projects: 2
Exp: 1 year


Resident Crazyman


« Reply #3 - Posted 2014-07-18 18:35:51 »

It completely depends on what you're drawing. a lot of cartoony artists use vector graphics since it can be rescaled easily. Personally, I use raster graphics for everything (even my cartoony work).

Regardless, can't just "grab the right tools" and make it happen, you need experience, skill and those evil words no one likes to admit; "natural talent". I suggest picking up GIMP, Paint.NET or a trial of Photoshop and play around with it, see what you can do. Art, in a lot of cases, is actually a lot harder and more time consuming than the programming itself if you don't have the aptitude for it.

What Kev said is basically correct; The tool you need is a skilled artist.


- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Survival Sim/Builder/Roguelike!
LIVE-STREAMING DEVELOPMENT: http://www.twitch.tv/SG_Rayvolution
Offline nikoliazekter

Junior Newbie





« Reply #4 - Posted 2014-07-18 19:16:42 »

Yes, good artist is a great tool. But I have no money to pay him. And I don't think anyone will work free.
Offline princec

JGO Kernel


Medals: 405
Projects: 3
Exp: 16 years


Eh? Who? What? ... Me?


« Reply #5 - Posted 2014-07-18 19:17:55 »

Suddenly it becomes apparent just how valuable programmers are in games production.

Cas Smiley

Offline ctomni231

JGO Wizard


Medals: 99
Projects: 1
Exp: 7 years


Not a glitch. Just have a lil' pixelexia...


« Reply #6 - Posted 2014-07-20 18:35:49 »

Totally Related Art Segment

Programmers are valuable to games development. It is just that without a good artist, that programmers would be reduced to ASCII. Artists have the same problem, without a programmer, we can't do anything except for card games. I mean, it isn't like these two professions are mutually exculsive. It is just that when they are combined they make a really good product.

To answer the question, if you want good art, you either have to find it or find someone who can do it for you. Lessons can only get you so far, and the time spent learning to draw will push development time forward light years. For simple pixel art you may get away with it, but anything more than that just bite the bullet and pay for that art(ist).  Pointing

Offline JVallius
« Reply #7 - Posted 2014-07-20 18:54:06 »

1  
2  
3  
4  
5  
buyPencilAndPaper();

while (true) {
   draw();
}

Offline thedanisaur
« Reply #8 - Posted 2014-07-20 22:02:36 »

An inherit problem of game development.

What JVallius said is pretty much true, Photoshop is where I started in digital art, I went to a cheap tech college in my area to get access to it. I went on to Maya and 3D art though, but I assume that you're right concerning Flash for 2D art (at least for building 2D animation stuff). Nothing's gonna be a "quick fix" for the artistic side, same as programming.

It takes practice, unfortunately years of it.

Best get started, or be super enthusiastic and convince a good artist that you're gonna make bank!

Every village needs an idiot Cool
Offline princec

JGO Kernel


Medals: 405
Projects: 3
Exp: 16 years


Eh? Who? What? ... Me?


« Reply #9 - Posted 2014-07-21 08:08:59 »

You know how when you start thinking "hey, I'll just multithread this code and get 4x the performance with 4 cores?" and it turns out you only gain about 25%? But then when you discover you can get the CPU and GPU to split workloads cleverly and you end up with 200%? Having separate artists and programmers is a bit like that. One person focused on one task is far better than two people who try to do both. It's always better to specialise, at least in terms of delivery time. Of course, I wish I had the time to just monkey about in Photoshop till I got good at it but I've already wastedspent my life coding instead. When I retire I'll get back into art Smiley

Cas Smiley

Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline NegativeZero

JGO Knight


Medals: 30
Projects: 2
Exp: 3 years


Zero but not.


« Reply #10 - Posted 2014-07-21 08:34:14 »

I do strongly recommend InkScape, I've never seen it discussed on these forums, but it is an invaluable tool for creating nice, vector art. That said, it can also export to raster once you've created your art. I've found that it makes it extremely easy to make typical app style art, with lots of tutorials on it around the web.
Offline JVallius
« Reply #11 - Posted 2014-07-23 14:56:41 »

I do strongly recommend InkScape, I've never seen it discussed on these forums, but it is an invaluable tool for creating nice, vector art. That said, it can also export to raster once you've created your art. I've found that it makes it extremely easy to make typical app style art, with lots of tutorials on it around the web.

Inkscape is awesome tool! I always prefer it over Illustrator, mostly because of Illustrator's cumbersome vs. Inkscape's simple but powerful UI.

Pages: [1]
  ignore  |  Print  
 
 

 

Add your game by posting it in the WIP section,
or publish it in Showcase.

The first screenshot will be displayed as a thumbnail.

Longarmx (52 views)
2014-10-17 03:59:02

Norakomi (43 views)
2014-10-16 15:22:06

Norakomi (33 views)
2014-10-16 15:20:20

lcass (37 views)
2014-10-15 16:18:58

TehJavaDev (68 views)
2014-10-14 00:39:48

TehJavaDev (66 views)
2014-10-14 00:35:47

TehJavaDev (59 views)
2014-10-14 00:32:37

BurntPizza (73 views)
2014-10-11 23:24:42

BurntPizza (45 views)
2014-10-11 23:10:45

BurntPizza (86 views)
2014-10-11 22:30:10
Understanding relations between setOrigin, setScale and setPosition in libGdx
by mbabuskov
2014-10-09 22:35:00

Definite guide to supporting multiple device resolutions on Android (2014)
by mbabuskov
2014-10-02 22:36:02

List of Learning Resources
by Longor1996
2014-08-16 10:40:00

List of Learning Resources
by SilverTiger
2014-08-05 19:33:27

Resources for WIP games
by CogWheelz
2014-08-01 16:20:17

Resources for WIP games
by CogWheelz
2014-08-01 16:19:50

List of Learning Resources
by SilverTiger
2014-07-31 16:29:50

List of Learning Resources
by SilverTiger
2014-07-31 16:26:06
java-gaming.org is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑gaming.org
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!