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GAF Indie Game Development Thread 2: High Res Work for Low Res Pay

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Bahlor

Member
Do you make a page for each of your games? Or just one for your company?

I think you should do both, as Facebook has several page types you can add your company explicitly as company page and the games as product pages connected to your company page. All those pages can be maintained using a single account. You can easily switch between those pages (so you can post as a specific page etc.)

It's also never wrong to have a few more backlinks and content of your company / games spread around the web :D SEO is really important today :-/
 

anteevy

Member
Thanks, I hope to be stronger person when all this is done :)

That said, I have a good amount of positive feedback (and votes). I'm feeling pretty optimistic right now. I'm also sending e-mails to the press right now.

Did you also send e-mails to the press before your Greenlight campaign? I'm not sure if I should try now with only an alpha demo to show or if I should wait until my game is on Greenlight.
 

RollingTorque

Neo Member
The new Cinematic Trailer is online!
https://www.youtube.com/watch?v=Bvb104Zoe8A


This trailer describes a bit more the setting in which The Union takes place.

If you like my game, please vote for me on my Steam Greenlight Page

Visit http://kirushuwassa.com/ for more Information and a DemoBuild to play


eH6l5yJ.png


nk7vwsT.png


FGq8XZH.png
 

Dynamite Shikoku

Congratulations, you really deserve it!
I think you should do both, as Facebook has several page types you can add your company explicitly as company page and the games as product pages connected to your company page. All those pages can be maintained using a single account. You can easily switch between those pages (so you can post as a specific page etc.)

It's also never wrong to have a few more backlinks and content of your company / games spread around the web :D SEO is really important today :-/

Thanks. I guess ill sign up and take a look. Does Facebook have followers like twitter?
 

Bahlor

Member
Thanks. I guess ill sign up and take a look. Does Facebook have followers like twitter?

Yes, people can like your page and also add it to an abo-list so they always receive all news of your pages. Since some time facebook only shows some of the posts to all users, if they didn't make an abo.

You can also connect twitter / facebook and if you have blog... maybe based on wordpress, you can even link the rss feed to be automatically posted on twitter and facebook. Can actually make some impact and keeps it simple to maintain.

Create a company account and with this account, create some new pages for your games and add them as product of your company.
 

Dynamite Shikoku

Congratulations, you really deserve it!
Yes, people can like your page and also add it to an abo-list so they always receive all news of your pages. Since some time facebook only shows some of the posts to all users, if they didn't make an abo.

You can also connect twitter / facebook and if you have blog... maybe based on wordpress, you can even link the rss feed to be automatically posted on twitter and facebook. Can actually make some impact and keeps it simple to maintain.

Create a company account and with this account, create some new pages for your games and add them as product of your company.

Ok. Cheers.
 
I think you should do both, as Facebook has several page types you can add your company explicitly as company page and the games as product pages connected to your company page. All those pages can be maintained using a single account. You can easily switch between those pages (so you can post as a specific page etc.)

It's also never wrong to have a few more backlinks and content of your company / games spread around the web :D SEO is really important today :-/
FB is garbage. It limits your reach to followers unless you pay to reach more if you use your page as a means for promotion, which is pretty much the point. You can purchase feed space to reach more followers, however.
 
I've always felt like the Facebook 'brand' is bigger than it's actual usefulness. I've stopped using it, and I don't miss it all. I'm not even sure why I used it in the first place other than it being an 'exclusive' club to keep in touch with Uni friends. Now it's just a big data mining experiment.
 
Yes, people can like your page and also add it to an abo-list so they always receive all news of your pages. Since some time facebook only shows some of the posts to all users, if they didn't make an abo.

You can also connect twitter / facebook and if you have blog... maybe based on wordpress, you can even link the rss feed to be automatically posted on twitter and facebook. Can actually make some impact and keeps it simple to maintain.

Create a company account and with this account, create some new pages for your games and add them as product of your company.
I'd stay away from auto-posting from RSS. Each platform has a defined purpose and you should leverage their strengths individually instead of "Hey guys, I have some gre... http://shorturl via Feedburner" as every post on every platform.

People use each platform due to how content is delivered there. You need to tailor your posts to each audience based on platform to at least make it look like you are trying to engage in a way that makes sense based on how information is delivered and consumed by different users of different platforms.
 

Bahlor

Member
I'd stay away from auto-posting from RSS. Each platform has a defined purpose and you should leverage their strengths individually instead of "Hey guys, I have some gre... http://shorturl via Feedburner" as every post on every platform.

People use each platform due to how content is delivered there. You need to tailor your posts to each audience based on platform to at least make it look like you are trying to engage in a way that makes sense based on how information is delivered and consumed by different users of different platforms.

Nobody said this should be the only way of communication, but it simplifies updating each platform with content that gets published everywhere anyway. There are enough tools that handle this quite well. They don't post the same phrase on and on, but fetch title and an excerpt of the content. This can be a big plus.

It's always a matter of free resources. I can't always afford the time as a single man show to publish individual news etc. on every platform and its also not necessary as I already have the content published anyway.
 

V_Arnold

Member
I've always felt like the Facebook 'brand' is bigger than it's actual usefulness. I've stopped using it, and I don't miss it all. I'm not even sure why I used it in the first place other than it being an 'exclusive' club to keep in touch with Uni friends. Now it's just a big data mining experiment.

I am sorry to have to disagree here, but I firmly believe you are wrong.
It is okay to not like Facebook personally, but you can actually check out its usefulness by monitoring the amount of sales your game gets after the ads you place on it. Or you can see how Google slowly improves your site's standings after useful fb-links or more reach of your certain news post via FB-shares.

You make a budget of your FB-ad, you check out your profit margins, you do the math. If it is bringing a profit, then it is no point in *not* being present on Facebook.

In other words, it is not that one needs to justify its usage, it is that its lack of usage is something that should be justified.
 

Paz

Member
CDCfn3CUsAAbczD.jpg:large


I'm still kinda baffled at how good the final Art Tim's Cactus art is, considering how thin he's spread doing all the models/textures/animations and the main programming in the game it just blows me away every time.

Need to improve my skillset so it's not so much on him, I've been learning and doing a lot more programming lately but it's all side stuff in the game like localization and bonus modes.

Oh and here's a 2 second video of him in Boss Rush mode with fixed up transition effect https://pbs.twimg.com/tweet_video/CC7I8dDVAAEKYfu.mp4
 

Lautaro

Member
Did you also send e-mails to the press before your Greenlight campaign? I'm not sure if I should try now with only an alpha demo to show or if I should wait until my game is on Greenlight.

Yeah, not many. They were all ignored.

Just do it, what's the worse that could happen? if you are ignored you just keep going and send more e-mails when you reach a new milestone.
 

Feep

Banned
What would you guys say are the most important languages when localising a game?
Depends slightly on the game, but the industry standard is EFIGS. Beyond that, Portuguese, Russian, Korean, Chinese (Simplified), Japanese, Polish. Beyond that, Arabic, Hebrew, Chinese (Traditional). Beyond that, uh, I dunno.
 
Are most indie games localized? It makes sense for something like There Came an Echo, but I'm realizing right now that it's something I haven't thought about at all before.
 

Dynamite Shikoku

Congratulations, you really deserve it!
Depends slightly on the game, but the industry standard is EFIGS. Beyond that, Portuguese, Russian, Korean, Chinese (Simplified), Japanese, Polish. Beyond that, Arabic, Hebrew, Chinese (Traditional). Beyond that, uh, I dunno.

Thanks, nice one.

Are most indie games localized? It makes sense for something like There Came an Echo, but I'm realizing right now that it's something I haven't thought about at all before.

My first game was English only, and 95% of copies sold in English speaking countries. I think with digital distribution it's probably worth localising, but this will be the first time I do it, so will be interesting to see the results.
 

Popstar

Member
What would you guys say are the most important languages when localising a game?
Depends on the platform you're targeting. Although EFIGS is somewhat standard, Russian and Polish are probably more important than Italian for Steam.

http://store.steampowered.com/hwsurvey/
Code:
English                48.11%
Russian                17.53%
Spanish                 5.18%
German                  4.76%
Simplified Chinese      3.77%
French                  3.53%
Brazilian Portuguese    3.35%
Polish                  2.39%
Korean                  1.39%
Thai                    1.28%
Turkish                 1.12%
Italian                 0.99%
Japanese                0.92%
Traditional Chinese     0.77%
Czech                   0.74%
Portuguese              0.73%
Swedish                 0.64%
Dutch                   0.51%
Danish                  0.50%
 

danielcw

Member
Depends slightly on the game, but the industry standard is EFIGS. Beyond that, Portuguese, Russian, Korean, Chinese (Simplified), Japanese, Polish. Beyond that, Arabic, Hebrew, Chinese (Traditional). Beyond that, uh, I dunno.

Nintendo is often adding Dutch to the EFIGS mix.
I guess Scandinavian languages might matter, if you are text-heavy and targeting a younger audience.


EDIT:

http://store.steampowered.com/hwsurvey/
Code:
English                48.11%
Russian                17.53%
Spanish                 5.18%
German                  4.76%
Simplified Chinese      3.77%
French                  3.53%
Brazilian Portuguese    3.35%
Polish                  2.39%
Korean                  1.39%
Thai                    1.28%
Turkish                 1.12%
Italian                 0.99%
Japanese                0.92%
Traditional Chinese     0.77%
Czech                   0.74%
Portuguese              0.73%
Swedish                 0.64%
Dutch                   0.51%
Danish                  0.50%

I guess you don't need that many languages.
For example English will be acceptable for many people in the EU, esspecially if the game is not text heavy.
 
Hey my first post to gaf! although I have been lurking for a while now.

I just submitted my ludum dare jam entry, we didnt get quite enough time to add sound sadly but other than that I think it turned out pretty well!
f13fafd8d8.gif

you can check it out at:
http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=7173

This game is really difficult. I don't know if it's a bug or what but I'm immediately overwhelmed, it seems. Just restarted the entire program and it eased the enemy waves in much better.
 

DigiGee_

Neo Member
This game is really difficult. I don't know if it's a bug or what but I'm immediately overwhelmed, it seems. Just restarted the entire program and it eased the enemy waves in much better.
We're working on balancing it right now because we implemented waves of enemies pretty late in so we couldn't really test it.
currently the highest score we can get is only around 50-60 points
 
We're working on balancing it right now because we implemented waves of enemies pretty late in so we couldn't really test it.
currently the highest score we can get is only around 50-60 points

I got about 25 on my best attempt so far. I think there may be some issue with F5 to restart, because that's when I noticed the waves got really bad.
 

Dynamite Shikoku

Congratulations, you really deserve it!
Depends on the platform you're targeting. Although EFIGS is somewhat standard, Russian and Polish are probably more important than Italian for Steam.

http://store.steampowered.com/hwsurvey/
Code:
English                48.11%
Russian                17.53%
Spanish                 5.18%
German                  4.76%
Simplified Chinese      3.77%
French                  3.53%
Brazilian Portuguese    3.35%
Polish                  2.39%
Korean                  1.39%
Thai                    1.28%
Turkish                 1.12%
Italian                 0.99%
Japanese                0.92%
Traditional Chinese     0.77%
Czech                   0.74%
Portuguese              0.73%
Swedish                 0.64%
Dutch                   0.51%
Danish                  0.50%

I'm releasing on iOS, but that's good info too.

Thanks! Good luck with your new game :)

Cheers
 

Yoshi

Headmaster of Console Warrior Jugendstrafanstalt
I previously pondered making a 3D platformer for Wii U using Unity, but since I'm not so good with graphics and since this project seems to be a bit too large-scale for a first project, I decided to be a bit less ambitious with my first console game and came up with a concept of an SRPG where I'm certain I will get the programming part of it done quite quickly. I want to start development this weekend if possible, however, I have a few questions before I start:

1. Can I just start developing the game in the usual free Unity and deploy the game to Wii U later on? I'm not a registered Wii U developer yet and would like to first start creating the game and have a running proof of concept before bothering Nintendo.
2. Of course I do not have a Development Kit and I'd like to just work with my PC as long as possible - considering an SRPG is not exactly the most ressource hungry game, I'm sure that performance will not be a great issue, so I'd like to playtest the game on PC primarily. Is this realistic?
3. What kind of costs should I expect that does not directly come from my own work, so do I have to pay Nintendo for something? If this is important for anything: I'm completely fine with making the game exclusive for Wii U for an unlimited amount of time, as long as I can efficiently work with Nintendo's ecosystem.
4. What is the minimum amount of money I need to ask for when releasing on eShop? Can I release the game completely for free without offering IAP or anything, but also without paying anything extra? I don't want to make a profit off the game, but I also do not want to waste a huge amount of money on it
5. Is the use of two GamePads possible in princple or does Nintendo not allow that?
6. Is there an easy way of allowing for user-created content and online sharing of that? I'm wondering because Nintendo might not want that, since things like this sometimes are used as a backdoor into the system.
7. Are there language requirements for the game? I intend to write the game in English, I could offer a German translation, considering I'm German myself, but I don't want to look for people to translate the game to French, Spanish and so on.
8. Are there requirements wrt visual quality?

Finally, my alternative to Wii U would be Xbox One, but I'd need a business for Xbox One and it seems to be more of a hassle - particularly considering I want to do this as a hobby, not to earn money. Would there be any advantage in working with Xbox One? Would I be able to just work in C# / Visual Studio on Xbox One? Because I don't intend to use much of Unity anyway, I just want to use it to not have to read into the technical details of the API of the console too deeply, but I'm quite used to Visual Studio and C#, including the Windows API.
 

Blizzard

Banned
I think the question is, other than "it would be cool", why would you want to spend the effort of porting to a console but refuse to accept payment of any form?

If you're just starting out in game development, Steam means you don't have to pay for a devkit (or 100% complete development during a loaner timeframe), you may be able to reach a larger audience, custom content creation and sharing with workshop already exists, free to play / mod games are already accepted there, and you don't have to worry as much about extra lotcheck / console requirements.

I say all of the above as someone who's in the Nintendo program and bought a devkit -- I like Nintendo, but I think it's a little funny you wouldn't want payment. I suppose it's because you have doubts about the quality of what you would produce (I should probably feel the same way).
 

gundalf

Member
I previously pondered making a 3D platformer for Wii U using Unity, but since I'm not so good with graphics and since this project seems to be a bit too large-scale for a first project, I decided to be a bit less ambitious with my first console game and came up with a concept of an SRPG where I'm certain I will get the programming part of it done quite quickly. I want to start development this weekend if possible, however, I have a few questions before I start:

1. Can I just start developing the game in the usual free Unity and deploy the game to Wii U later on? I'm not a registered Wii U developer yet and would like to first start creating the game and have a running proof of concept before bothering Nintendo.
2. Of course I do not have a Development Kit and I'd like to just work with my PC as long as possible - considering an SRPG is not exactly the most ressource hungry game, I'm sure that performance will not be a great issue, so I'd like to playtest the game on PC primarily. Is this realistic?
3. What kind of costs should I expect that does not directly come from my own work, so do I have to pay Nintendo for something? If this is important for anything: I'm completely fine with making the game exclusive for Wii U for an unlimited amount of time, as long as I can efficiently work with Nintendo's ecosystem.
4. What is the minimum amount of money I need to ask for when releasing on eShop? Can I release the game completely for free without offering IAP or anything, but also without paying anything extra? I don't want to make a profit off the game, but I also do not want to waste a huge amount of money on it
5. Is the use of two GamePads possible in princple or does Nintendo not allow that?
6. Is there an easy way of allowing for user-created content and online sharing of that? I'm wondering because Nintendo might not want that, since things like this sometimes are used as a backdoor into the system.
7. Are there language requirements for the game? I intend to write the game in English, I could offer a German translation, considering I'm German myself, but I don't want to look for people to translate the game to French, Spanish and so on.
8. Are there requirements wrt visual quality?

Finally, my alternative to Wii U would be Xbox One, but I'd need a business for Xbox One and it seems to be more of a hassle - particularly considering I want to do this as a hobby, not to earn money. Would there be any advantage in working with Xbox One? Would I be able to just work in C# / Visual Studio on Xbox One? Because I don't intend to use much of Unity anyway, I just want to use it to not have to read into the technical details of the API of the console too deeply, but I'm quite used to Visual Studio and C#, including the Windows API.

1. Yes you can do that perfectly fine
2. Same as the 1st Answer, you can also scale graphics down if needed. Regarding Gamelogic you don't need to worry.
3. Besides the cost for the DevKit(several grand), there are no costs by Nintendo but you need to do the Age-Rating on your own
4. You can't offer completly free games and you should stay away from Console Development if you are not willing to make Profit out of your Product.
5. Not possible
6. You are free to do that and there are plenty of hosting options like Amazon or Azure, but be aware that your server must be aproved by Nintendo
7. Your Game can be English only
8. No at all, you can do a game with stickmans and Nintedo will be cool with it (but they might not promote your game then)

@Your final question: Be aware that in Germany, the moment you have a "Gewinnerzielungsabsicht" you must register a Gewerbe, if you are insecure, talk to a Steuerberater!
My personal advice is to start with Android/FireTV Deleopment until Microsoft releases Visual Studio for Windows10/Xbox One which allows you to use a retail Xbone for development. Then after you have released your first Games and feel confortable you may seek after a WiiU DevKit and register a Business/Gewerbe.
 
My ludum dare entry - WIP but I plan to finish it post jam...

http://sean-noonan.com/games/boreocracy_ld32/

The themes of your game really remind me of this part of Asterix and the 12th tasks.
https://www.youtube.com/watch?v=JtEkUmYecnk
The place that sends you mad.

And thats awesome!

Depends on the platform you're targeting. Although EFIGS is somewhat standard, Russian and Polish are probably more important than Italian for Steam.

http://store.steampowered.com/hwsurvey/
Code:
English                48.11%
Russian                17.53%
Spanish                 5.18%
German                  4.76%
Simplified Chinese      3.77%
French                  3.53%
Brazilian Portuguese    3.35%
Polish                  2.39%
Korean                  1.39%
Thai                    1.28%
Turkish                 1.12%
Italian                 0.99%
Japanese                0.92%
Traditional Chinese     0.77%
Czech                   0.74%
Portuguese              0.73%
Swedish                 0.64%
Dutch                   0.51%
Danish                  0.50%

The problem of this list is that is not games being bought by this markets but how steam players are from each country. Depending of your game is more beneficial to have the normal PAL5 than translating to russian.
If the game is not text heavy (as in nearly no texts, only some in the menus) it doesnt matter you leaving only english for every market.
But if the game has only an ounce of story or somehing, translate to PAL5 is always the way to go. A free 2 play shooter? Russian texts are really needed.
 
I feel pretty overwhelmed trying to move from GameMaker to Unity. I guess I could start with the tutorials but everything currently feels cluttered.
 

Yoshi

Headmaster of Console Warrior Jugendstrafanstalt
1. Yes you can do that perfectly fine
2. Same as the 1st Answer, you can also scale graphics down if needed. Regarding Gamelogic you don't need to worry.
3. Besides the cost for the DevKit(several grand), there are no costs by Nintendo but you need to do the Age-Rating on your own
4. You can't offer completly free games and you should stay away from Console Development if you are not willing to make Profit out of your Product.
5. Not possible
6. You are free to do that and there are plenty of hosting options like Amazon or Azure, but be aware that your server must be aproved by Nintendo
7. Your Game can be English only
8. No at all, you can do a game with stickmans and Nintedo will be cool with it (but they might not promote your game then)

@Your final question: Be aware that in Germany, the moment you have a "Gewinnerzielungsabsicht" you must register a Gewerbe, if you are insecure, talk to a Steuerberater!
My personal advice is to start with Android/FireTV Deleopment until Microsoft releases Visual Studio for Windows10/Xbox One which allows you to use a retail Xbone for development. Then after you have released your first Games and feel confortable you may seek after a WiiU DevKit and register a Business/Gewerbe.
Thank you very much for your help! Luckily, my uncle is a tax advisor, so I'll talk to him. I'll start developing the game in Unity and then later on I can still compare if Xbone or Wii U would be better suited for me. Why do you say I should stay away from console development if I don't want to make a profit though?

I think the question is, other than "it would be cool", why would you want to spend the effort of porting to a console but refuse to accept payment of any form?

If you're just starting out in game development, Steam means you don't have to pay for a devkit (or 100% complete development during a loaner timeframe), you may be able to reach a larger audience, custom content creation and sharing with workshop already exists, free to play / mod games are already accepted there, and you don't have to worry as much about extra lotcheck / console requirements.

I say all of the above as someone who's in the Nintendo program and bought a devkit -- I like Nintendo, but I think it's a little funny you wouldn't want payment. I suppose it's because you have doubts about the quality of what you would produce (I should probably feel the same way).
I myself am a console-only player and I want to make a game that I would like to play myself (and only such games, I plan on making more than one game, but never one that I would not like), so I want it to be on a console. Wii U seems to be a comparatively easy option. Of course PC would be easier, I have already made some games (just for myself) on PC, but I just want my games to be playable on a system I myself feel comfortable playing on.

Also not wanting payment for it is, because I have a nice job I'm earning enough money with and where I feel right at home. I don't want to make making games my job, it's a hobby. Yes, I don't think I will produce something that's good enough to be sold - in particular wrt presentation. I am positive my concept can be fun also for other players though, so I'd like to give others the option to play the game if they so choose. Also, since it's going to be an SRPG, it's nice if more people play it and might get interested in designing maps for it, because, well, if I design a map, I already know a strategy to be sucessful on the map by default. Finally, if I don't sell the game, but give it away for free, I don't have to bother with financial issues like taxes.
 

Ziophaelin

Member
Hey everyone,

You may or may not know me as one of the guys that worked on Volgarr the Viking. (Kris)

I am in the process of ironing out some ideas for something I am dabbling with and would like to get some eyes on what I am doing so far.

It is for a potential action game project/ NOT a 1v1 fighter. However, what I want to do is attempt to hand draw ginormous 3rd Strike style-ish sprites for the project if it goes forward. (3rd Strike Sprites** provided as reference in image)

Without discussing a lot of details, the hat can be lost, changing his fighting style. (Why he is shown with and without hat.)

The sake gourd on one of the poses is because I am considering adding asymmetrical details after doing core animations, requiring unique left and right facing animations for the hero. (basically after animations are finalized, flipping the direction and adding asymmetrical details, should there be time. Note that Ken and Ryu do not have asymmetrical detailing)

I would like some feedback on:

  • Do you believe the WIP hero is cool? I am debating whether or not he should be a Zatoichi style blind martial artist (no story impact, just cool or not factor)
  • If this art style is something that would interest you in seeing in a game? Would it excite you to see giant quality hand animated sprites in a modern action game?
  • General idea is for the hero to be in warm colors tone accents to help him stand out from cool toned backgrounds.
  • Any tips or suggestions for the art itself.
  • General critique.

Any help is much appreciated. I would like to know where I stand before I attempt to take on probably the most insane art/animation challenge of my life.

(Sorry internet compression is going to make the image look a bit blurry in spots.)

**Ryu and Ken from Street Fighter 3rd Strike and are the property of Capcom.

NeoGaf_HeroWIP.png
 
Hey everyone,

You may or may not know me as one of the guys that worked on Volgarr the Viking. (Kris)

I am in the process of ironing out some ideas for something I am dabbling with and would like to get some eyes on what I am doing so far.

It is for a potential action game project/ NOT a 1v1 fighter. However, what I want to do is attempt to hand draw ginormous 3rd Strike style-ish sprites for the project if it goes forward. (3rd Strike Sprites** provided as reference in image)

Without discussing a lot of details, the hat can be lost, changing his fighting style. (Why he is shown with and without hat.)

The sake gourd on one of the poses is because I am considering adding asymmetrical details after doing core animations, requiring unique left and right facing animations for the hero. (basically after animations are finalized, flipping the direction and adding asymmetrical details, should there be time. Note that Ken and Ryu do not have asymmetrical detailing)

I would like some feedback on:

  • Do you believe the WIP hero is cool? I am debating whether or not he should be a Zatoichi style blind martial artist (no story impact, just cool or not factor)
  • If this art style is something that would interest you in seeing in a game? Would it excite you to see giant quality hand animated sprites in a modern action game?
  • General idea is for the hero to be in warm colors tone accents to help him stand out from cool toned backgrounds.
  • Any tips or suggestions for the art itself.
  • General critique.

Any help is much appreciated. I would like to know where I stand before I attempt to take on probably the most insane art/animation challenge of my life.

(Sorry internet compression is going to make the image look a bit blurry in spots.)

**Ryu and Ken from Street Fighter 3rd Strike and are the property of Capcom.

NeoGaf_HeroWIP.png

My issue with these sprites, and it's a problem I kind of had with Volgarr, too, is that they look kind of muddy. You use too many mid-tones in between other shades of light and dark.

Comparing Ryu to your sprite, Ryu uses 25 colors and your character uses 35 colors.

nZNKfua.png


Look at the arms here. The musculature in Ryu's biceps are clear and defined. You use more colors, more shading, but you lose some of that high contrast easy readability.

Simplicity is your friend. Less colors, more contrast. Brighter brights, darker darks.

Another place to compare is the red on Ken's pants vs. the red on your character's scarf. Ken uses a lot of very bright shades of red with a dark outline to imply shadows around the edge of his legs. It makes him "pop" more. You go for much darker shades of red much more quickly, and it makes things look kind of murky.

More colors like that also mean you're just making more work for yourself. Not only would pulling back a bit maybe look a little better, but it would also be faster in the long run.

That being said, I'm not exactly a great sprite artist, so I could just be talking out of my ass. And it's worth mentioning that I do think the sprite looks really good (I like the design), and I thought Volgarr looked pretty good, too.

It's just the brightness/contrast/color count thing is a pet peeve of mine, and I've seen a lot of sprite artists fall in to that trap. Hopefully I'm not stepping on any toes in my suggestions.
 

Ziophaelin

Member
My issue with these sprites, and it's a problem I kind of had with Volgarr, too, is that they look kind of muddy. You use too many mid-tones in between other shades of light and dark.

Comparing Ryu to your sprite, Ryu uses 25 colors and your character uses 35 colors.

nZNKfua.png


Look at the arms here. The musculature in Ryu's biceps are clear and defined. You use more colors, more shading, but you lose some of that high contrast easy readability.

Simplicity is your friend. Less colors, more contrast. Brighter brights, darker darks.

Another place to compare is the red on Ken's pants vs. the red on your character's scarf. Ken uses a lot of very bright shades of red with a dark outline to imply shadows around the edge of his legs. It makes him "pop" more. You go for much darker shades of red much more quickly, and it makes things look kind of murky.

More colors like that also mean you're just making more work for yourself. Not only would pulling back a bit maybe look a little better, but it would also be faster in the long run.

That being said, I'm not exactly a great sprite artist, so I could just be talking out of my ass. And it's worth mentioning that I do think the sprite looks really good (I like the design), and I thought Volgarr looked pretty good, too.

It's just the brightness/contrast/color count thing is a pet peeve of mine, and I've seen a lot of sprite artists fall in to that trap. Hopefully I'm not stepping on any toes in my suggestions.

Thank you,

This is exactly the kind of thing I am looking for. Keep it coming. This is still a work in progress and I need to solidify the look for the hero (which will dictate the rest of the game) prior to animation.

Part of the high contrast look you are talking about came about from necessity for Ryu/Ken in that example and other older games to compensate for their being displayed on CRTs or old arcade monitors. I have been making game art that long to know, heh. I'm old. :p

Part of what I was trying to do is compensate for the fact that this game would be displayed on LCD/LED and new tech HD displays that do not alias or have shadowmasking etc.

However, you do make really valid points. I think I will take this back to the drawing board with the palette choice and push it closer to the actual Ryu example, but perhaps not quite as far for the reasons stated above. I do believe a middle ground so to speak, would benefit the characters over all. Thanks for taking the time for writing that up and pointing that out!
 

SeanNoonan

Member
Hey, thanks for playing, guys!

Not sure what the performance issues could be - I'll have to see how it runs on iPhone (that's where I am putting it afterwards).
 

Parham

Banned
I previously pondered making a 3D platformer for Wii U using Unity, but since I'm not so good with graphics and since this project seems to be a bit too large-scale for a first project, I decided to be a bit less ambitious with my first console game and came up with a concept of an SRPG where I'm certain I will get the programming part of it done quite quickly. I want to start development this weekend if possible, however, I have a few questions before I start:

Just focus on getting it running on the PC. Don't worry about localization or porting to other platforms until you have a really mechanically solid game.
 
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