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  First time pixel artist  (Read 1717 times)
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Offline JPG2000
« Posted 2018-01-15 11:47:33 »

Hello!

I'm currently developing a village simulator for iOS - I'm a programmer and have just started doing pixel art a few weeks ago.

I drew everything so far and would like some feedback on the screenshot - particularly in the building. I would love help with knowing what looks good and what doesn't (talking purely art, ignore UI).Thank you!

Offline princec

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« Reply #1 - Posted 2018-01-15 13:30:08 »

Well, it's already better than my pixel art  Tongue

Cas Smiley

Offline nsigma
« Reply #2 - Posted 2018-01-15 16:32:32 »

Looks great, particularly considering you've just started. Only one negative comment - decide where the sun is!  Wink

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Offline JPG2000
« Reply #3 - Posted 2018-01-16 00:55:16 »

Yup! In particular, I think the shadow of the cactus is off - is everything else fine?

Keep in mind I'm not done yet and the empty wall of the building will be filled!
Offline DarkCart

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« Reply #4 - Posted 2018-01-16 01:12:11 »

Much better than anything I could ever hope to do.

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Offline JPG2000
« Reply #5 - Posted 2018-01-16 04:34:39 »

Thank you for all your support! I'm surprised, too, as I'm a programer who has always ignored art.
Offline EliwoodL

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« Reply #6 - Posted 2018-01-16 06:36:39 »

This is purely from the standpoint of someone who enjoys their straight lines & hard corners:  the window on the left of the building looks a little off.  Other than that, I actually find myself enjoying the setup you have going here!

If I might make a suggestion (it certainly made sense and helped me when someone pointed it out) I learned how to use Blender for incredibly basic stuff, and it really helped me to start drawing things with accurate perspective.  Maybe something like that can also help you along?

In any case, fine work there, chief.
Offline JPG2000
« Reply #7 - Posted 2018-01-16 07:00:36 »

Hello!

Thank you for the suggestions! I think the window looks off because of the shadows below it but I'm going to work on it.

The game is over a month in production is close to a playable state! Will post updates as they come Smiley
- Jake
Offline nsigma
« Reply #8 - Posted 2018-01-16 10:46:02 »

Yup! In particular, I think the shadow of the cactus is off - is everything else fine?

To me, the building, person and bushes have the sun almost straight ahead; the cacti and two of the trees have the sun coming from the left; and one of the trees has the sun from 45 degrees (between left and ahead).  Everything with the shadow at 45 degrees might look better?

In fact, could you draw shadow and object separately?  Then you could play with different rotations / even move them during the game?

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Offline VaTTeRGeR
« Reply #9 - Posted 2018-01-16 10:58:51 »

Marked the shadow directions as i perceived them.
The houses shadow seems totally off, i has like 3 different light sources.



EliwoodL made a great suggestion, you could use Blender to create helper lines for accurate geometry and shadows.
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Offline JPG2000
« Reply #10 - Posted 2018-01-17 03:11:48 »

I'll change the plants shadows. As for the house, the shadow on the left doesn't look normal because the wall isn't facing the camera (it's on an angle as you can see) so I wasn't sure where to place the shadow.

I'd like everything at a 90 degree angle. Going to have another shot at drawing them!
Offline Sickan
« Reply #11 - Posted 2018-01-18 22:55:31 »

I'll change the plants shadows. As for the house, the shadow on the left doesn't look normal because the wall isn't facing the camera (it's on an angle as you can see) so I wasn't sure where to place the shadow.

I'd like everything at a 90 degree angle. Going to have another shot at drawing them!

I'm not a pixel artist (or any kind of artist), but it seems that since it's angled inwards it should let *more* light through than the other wall. Though if you draw the shadows at 90 degrees with the sun at the left that side won't cast a shadow anyway.
Offline cygnus
« Reply #12 - Posted 2018-01-18 23:11:52 »

Only stuff I could find:

Otherwise, it looks pretty damn good. Colored window = spicy
Offline KevinWorkman

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« Reply #13 - Posted 2018-01-20 17:35:46 »

Overall nice work. You might consider adding some texture or animation to the water, like you did with the ground.

I'd also be curious to see how the characters move in the world. Movement is hard to get right, but a general rule is that it should be fun to just move around in your game. If moving around isn't fun and interesting, then people won't enjoy playing it.

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Offline JPG2000
« Reply #14 - Posted 2018-01-20 17:42:59 »

Hi,

I will definitely add texture to the water.

The character movement is tricky. I have a function that will walk a villager to any point, but they don’t walk in a straight line. They have a “checkpoint system”, where they walk to a checkpoint and then to the next so the movement looks natural. For villagers not assigned to buildings (none of the worker buildings are in the game yet) roam around within a circular boundary and will stop to talk to other villagers. If a villager is assigned to a quarry (in the close future) they will find a rock close by and walk to it, mining the rock and bringing it back!

Hope this awnsers your question!:)
- Jake
Offline JPG2000
« Reply #15 - Posted 2018-01-31 05:30:16 »

UPDATE: Drew the Lumbermill! This building is textured differently (look at the exterior wood). I also spent a lot of time on the smoke stack / chimney, however I don’t feel like the top poke right. Thoughts?



- Jake
Offline VaTTeRGeR
« Reply #16 - Posted 2018-01-31 12:37:32 »

The black circle representing the opening of the chimney is way to large, the bricks cannot be that slim.
Also the chimney is perfectly uniformly round, too round to be believable imho.

The building itself looks really good, better than what i can do!
Only thing that stands out negatively about it, is that the middle part of the wall has no texture, just the same color flood filled into the area.
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