The Guardian Legend

Sequel of The Game => Work => Topic started by: RandomSpriter on May 06, 2010, 10:23:20 AM

Title: Practice Sprites(Concepts)
Post by: RandomSpriter on May 06, 2010, 10:23:20 AM
I'll add a few things here of sprites that we might use, it's mostly only for testing.

Firstly I need to find out about HOW big the screen size of the original NES/TGL in resolution, and possible also even what size of the tiles are in pixels.

Edit:
Total Screen: 256x240 = (W16x16)x16 + (H16x16)x15 Pixels
Tiles: 16x16 Pixels

And now for the little concept sprite tiles of the "Ruined City" landscape. Gonna need alot of time for this one.

(http://img132.imageshack.us/img132/848/spriteconcepthouse.png)
The current WIP for the "City" ruins(Intro stage?)
Alot more to do. And just trying to get some ideas of what I could add to the ruins baseobjects, the textures and suchs comes into it later.
Edit: Rehashing the building pieces to try and get it to the same graphical base standard as TGL.
(http://img442.imageshack.us/img442/9818/guardsquad.png) Current Concept sprites for Miria, Renia, Lydia and Maria.
(http://img200.imageshack.us/img200/7104/mugrenia.gif) Just something fun I tested out. :P

(http://img140.imageshack.us/img140/5189/bossspritetest.png)
Simple test on how to draw boss sprites. Still need to tweak the face to give it a more horrofilled expression.

(http://img227.imageshack.us/img227/1386/flytest.gif)
Current Ruined Alpha Test.
Current Ruined City Phase 2 Alpha Test
(http://img179.imageshack.us/img179/4049/ruintest.gif)
Current Ruined Alpha Test 3.
(http://img169.imageshack.us/img169/4523/ruintest2.gif)

(http://img17.imageshack.us/img17/5773/exampeltexturetiletest2.png)
The current colour scheme for the "entryway" to the City Stage.

Hmm, testing out how to make the Water be "Smoother" and less pixelated stiffness during high speed scrolling.
(http://img171.imageshack.us/img171/7703/seatest.gif)

Stage 1 Concepts.
(http://img194.imageshack.us/img194/8397/texturesea.png)(http://img266.imageshack.us/img266/4946/texturebeach.png)(http://img34.imageshack.us/img34/1580/textureriver.png)
Going to tweak their illusions further once I fix the Translate Background in GM.
Title: Re: Practice Sprites(Concepts)
Post by: arseniy on May 08, 2010, 08:07:21 AM
RandomS - I think we should do the game in 1024x768 or even higher standard. No need to stick to the NES resolutions. Lets leave 16bit to 199x.
I m sure it has more point to make a game into as modern as we can do. We are all for keep basics of original but not the technical basics. We should keep concepts, ambience, art style etc.

Do I missunderstood something?
Title: Re: Practice Sprites(Concepts)
Post by: RandomSpriter on May 08, 2010, 08:46:09 AM
No, you're not misunderstanding anything.

But think of how much sprite work there is going from 8bit to 199x.^^
It would take ALOT ALOT ALOT more time and work to create such a huge step.

Besides, I find making 8 bit alot more fun and easier then 16 bit(You should see my other Scratch Sprite project. :P.)

I'm not all bad for it, but I am only a amateur spriter. =/
Title: Re: Practice Sprites(Concepts)
Post by: arseniy on May 08, 2010, 08:56:41 AM
Well we would ask help from lots of artists also.
Of course game could look not very solid with sprites from many different people but oh so what?
Where is the other project?(Scratch Sprite)
Title: Re: Practice Sprites(Concepts)
Post by: RandomSpriter on May 08, 2010, 09:13:42 AM
It's still in the spriting stage, already fleshed out the story and pretty much made it ready to be done. But sprites takes a hell of a time to make due to scratch and my own "style" to it.

Here's the current one I'm working at.

(http://img9.imageshack.us/img9/2844/image10l.gif)

Anyway, back to spriting, even though it may be increase, means I can just double the Tile sizes and do some minor changes per each. But it's really time consuming.

As for if we get more artists to make it, so far it seems I'm mostly the only one. >.<
Title: Re: Practice Sprites(Concepts)
Post by: arseniy on May 08, 2010, 09:25:36 AM
Artists wont join unless we have some working demo.
I have a good example. When I was make game PicPie Puzzler there was like 20% of artists agreed to let me use their pictures in the game but when I did plan to make part 2 and was sending letters to ask permission to use pictures and provided the link to the game there was 90% of people who agreed and I even have no room to all the pics also I can use only 1 picture from each author because thre is just no room for more.
So u see the difference?

Oh the PicPie 2 not out by some reasons tho it probably still have chance to be released.

+

you doing sprites in the pixel art style. Of course they take lots of time this way cuz you have to be so precise!
you should try to do pics not in the pixel art style. I m sure we wont have a limit to palette so doing some big picture and then reducing the size will make it look as sharp as you want(oh I not sure the right free program for reducing the pictures).
Title: Re: Practice Sprites(Concepts)
Post by: arseniy on May 08, 2010, 09:26:16 AM
you did this yourself!?
(http://img9.imageshack.us/img9/2844/image10l.gif)
Title: Re: Practice Sprites(Concepts)
Post by: RandomSpriter on May 08, 2010, 09:29:47 AM
Yeah, took me 1 week before I was happy with it. :P And I'm doing this as a hobby when I have nothing else to do(Which isn't often.)

That's why I enjoy doing these 16x16 sprites. So much less time and effort.^^ And still make it look nice.

Well, getting a working demo should be a number one prio, no?
We still got tons of things to do, Programming, sprites, story.
Even a intro stage alone would be a good start.

And yeah, Pixel art style when needed. that's just the best sprite I ever did. :P
Currently doing her animation sprites which isn't that high quality.

(http://img535.imageshack.us/img535/3832/exampeltexturetiletest.png)
Just testing to see how tiles looks so far, and what I can add for "Diversity" to break the illusion of the sprites.

The colours aren't final of course, they are to be darker and more shadowy to see the attacks of the enemies.

(http://img17.imageshack.us/img17/5773/exampeltexturetiletest2.png) The darker colours helps with the brightness that the original lacked. Need to tweak them abit more.
Title: Re: Practice Sprites(Concepts)
Post by: arseniy on May 10, 2010, 03:52:44 AM
Hrm... i not see a point making at least less than 1024x768 gfx.
I need to finish a game before look into Multi Media Fusion forums for some asnwers.

I think the ideological part is most important at the moment. Concepts, plot, interface ideas.
Title: Re: Practice Sprites(Concepts)
Post by: RandomSpriter on May 10, 2010, 06:43:21 AM
Which I am trying to potrait.:P
Start from the original style of the TGL and then build it up.
Title: Re: Practice Sprites(Concepts)
Post by: arseniy on May 10, 2010, 06:51:22 AM
(http://img22.imageshack.us/img22/9818/guardsquad.png)
the green seems intresting
(http://img9.imageshack.us/img9/2844/image10l.gif)
I find it very intresting design but the cyan part is not good and looks dissbalanced and unnecessary for the cloths.
Title: Re: Practice Sprites(Concepts)
Post by: RandomSpriter on May 10, 2010, 07:08:01 AM
The Cyan part is supposed to look eyecatching. :P

Anyway, this is TGL forums. keep it to that, okay? ;)
Title: Re: Practice Sprites(Concepts)
Post by: arseniy on May 10, 2010, 07:21:26 AM
Quote from: RandomSpriter on May 10, 2010, 07:08:01 AM
The Cyan part is supposed to look eyecatching. :P
Hm... Well not really. Looks like glass for me. I not know english this way to explain how u can keep the dress without that cyan thing and same time having boobs part visible.

Quote from: RandomSpriter on May 10, 2010, 07:08:01 AM
Anyway, this is TGL forums. keep it to that, okay? ;)
Am I not?
Title: Re: Practice Sprites(Concepts)
Post by: RandomSpriter on May 10, 2010, 07:24:50 AM
It's basically see through plastic with the cyan color.
Different fashion tastes in that Game Universe. :P
And it was only meant as a show off of my other project sprite, it had nothing to do with TGL.

We're here to make a game of TGL. ^^
Title: Re: Practice Sprites(Concepts)
Post by: arseniy on May 10, 2010, 07:39:36 AM
Yes of course we here for TGL lol! I m not the one to ask that question ;D
Oh I thought it was some character for TGL.
No I not like that glass thing. Without it the dress would look as good. I not like the square shape of it. Maybe it would work for me with other shape. I m up for functional design person. I often not like many game dressing as it gives bad idea for people when they will try to have such dress for real :P(I not mean your girl's dress but gaming dressing)
Title: Re: Practice Sprites(Concepts)
Post by: RandomSpriter on May 10, 2010, 07:41:07 AM
If someone will cosplay Yuni, I'll gladly help them CREATE the dress. :P

So far, spriting stage still, so lots to do on that.

Same with the TGL sprites, I'll continue to do the 16x16 tilesets, if we're to increase it later, I can simply just double the tile sizes to 32x32 and fine adjust them.
It's a start atleast.
Title: Re: Practice Sprites(Concepts)
Post by: RandomSpriter on May 11, 2010, 01:56:32 PM
Any comments on the boss sprites or the alpha test of the Ruined City?
Title: Re: Practice Sprites(Concepts)
Post by: RagnarokNAJU on May 11, 2010, 05:14:29 PM
i dig the boss face.. maybe too much grin, but i suppose tht TGLish
Title: Re: Practice Sprites(Concepts)
Post by: RandomSpriter on May 11, 2010, 09:39:53 PM
Well, trying to draw something alike to the original.
Still quite tricky really, even if it's 8Bit graphics. >.<
Title: Re: Practice Sprites(Concepts)
Post by: arseniy on May 11, 2010, 09:52:37 PM
The Boss should not have the eye in the middle it make him look like a clown because this eye looks like clown nose :P
Title: Re: Practice Sprites(Concepts)
Post by: RandomSpriter on May 11, 2010, 10:00:04 PM
Aye, having trouble with trying to make it three eyed. =/

Updated the boss again.
Constructive and Critism helps alot.^^
Title: Re: Practice Sprites(Concepts)
Post by: arseniy on May 11, 2010, 10:42:30 PM
Yay animation!

Hrm.. This looks better certainly.
Title: Re: Practice Sprites(Concepts)
Post by: RandomSpriter on May 12, 2010, 06:39:00 PM
Still need more variation like the arrows on the ground for the sandier parts,  also making a shift on the grass might be an idea as well to add some variation illusion.

Updated Tileset + Fun sketches on others(Non-Guardians?) + Random Mug shot of Renia for the fun of it. :P
Title: Re: Practice Sprites(Concepts)
Post by: RandomSpriter on May 13, 2010, 01:37:34 PM
Trying to Finalize the colour scheme for the Ruined City palette.
Think the darker one suits better.
Title: Re: Practice Sprites(Concepts)
Post by: arseniy on May 13, 2010, 07:21:17 PM
The project of such quality can be done in flash really. And it wouldn't be so hard. The only problem is editing the levels. Flash is not handy for it so it require to create a level editor for the game.
Title: Re: Practice Sprites(Concepts)
Post by: RandomSpriter on May 13, 2010, 08:13:21 PM
If you watch the TGL corridors, you'll see a 256 Pixel Pattern on the width with the 240 height being repeated over and over.
A hunch is that the tileset for that just image gets repeated over and over again.
So all you have to do is simple "arcs" of the current place you are in.
For example, intro stage.
1: Sea pattern+Rocks
2: Beach/river part(one scroll.)
3: Road + Smaller houses
4: City entrance(One scroll.)
5: City ruin 1
6: City Ruin 2
7: Crater Entry
8: Crater
9: Middle of the Crater

Just repeat the background images and you'll be done. :)
Title: Re: Practice Sprites(Concepts)
Post by: RandomSpriter on May 17, 2010, 05:36:43 PM
Right then guys, I need help here.

What objects would you want to see in a futuristical future of the Guardian Legend's earth technology.
If you go from the sea, over a beach, over a meadow/Farmland, Over cliff, entry to a city, in a city?

I'm actually in a tough choices here since I really can't picture out many of ideas.

The city is evacuated. Meaning less people and less things, but what about buildings? Statues? Anything.
Title: Re: Practice Sprites(Concepts)
Post by: arseniy on May 17, 2010, 05:49:24 PM
u mean big objetcs mostly I suppose?
Hey is it only one level supposed to be played on earth right?
Maybe some modern architecture sites can help. I will ask my friend he is architector.
Title: Re: Practice Sprites(Concepts)
Post by: arseniy on May 17, 2010, 05:51:39 PM
are you trying to use 16 colors pallete?
oh BTW u can try and see colors in some existing games. Usually there is sort of color balance.
Oh whatever. Just don't limit to 16 colors please!!!
Title: Re: Practice Sprites(Concepts)
Post by: RandomSpriter on May 17, 2010, 07:52:17 PM
I think I already used up more then 16 colours. :P And there'll be more once I double the tiles.
I'm only spriting the base objects, once I double the sizes of the tiles from 16 to 32, the details and colours will blend in more together to make it look more accurate with a higher tilesize.

And yes, big objects for the most part. Cliffs and woods are going to be done as well. But I'm more curious about inside a city.
Just at the entrance of the city, might be a powerplant, or in the middle of the city there'll be a size statue(Like Lady of Liberty size.)

And yes, this is the only planned level for Earth. More like a small tutorial level if anything.
With abit of introduction to the people I've written about in the Character Thread.(If they are to be changed is another thing.)
Title: Re: Practice Sprites(Concepts)
Post by: arseniy on May 18, 2010, 08:20:54 PM
I asked my friend. Hope he will answer soon. He will probably suggest some future looking buildings.
Title: Re: Practice Sprites(Concepts)
Post by: RandomSpriter on May 18, 2010, 10:01:41 PM
Thanks. :)

Just remember I'm actually new to sprites. :P
Haven't drawn much before either so amateur if anything, at most.

But I'll gladly enjoy to hear a proffessional to give ideas. :)
Title: Re: Practice Sprites(Concepts)
Post by: arseniy on May 19, 2010, 01:48:55 AM
here is his suggestion

http://www.tudorvlasceanu.com/index.php?/oma/mhouellebecq-the-possibility-of-an-island-/

actually http://www.tudorvlasceanu.com has some other projects but maybe very confusing interface :)
the stuff goes under Own projects started with Onoffice,OMA,Graft

Here is lots of modern architecture in the blog - http://www.dezeen.com/category/architecture-news/
i find this article sort of intresting buildings
http://www.dezeen.com/2010/04/26/sonnenhof-by-j-mayer-h-architects/

a pic from the first metnioned site (http://www.tudorvlasceanu.com/files/gimgs/8_mph2.jpg)
Title: Re: Practice Sprites(Concepts)
Post by: RandomSpriter on May 19, 2010, 02:47:29 AM
Well, it gives ideas, that's for sure. :D
I'll see if I can come up for some objects based on this for the city ruins.

I got to say I like some of the designs, but I question their functionality. ;)
Title: Re: Practice Sprites(Concepts)
Post by: teremochek on May 30, 2010, 10:26:04 AM
I have read
It is pleasant to see that someone draws also something something thinks.
For Grandiose project, it is necessary to do 3D objects, then to do screenshots. And from them sprites., But it is very labour-consuming
Process.
And For 8 bit games are necessary eight-bit sprites.
Title: Re: Practice Sprites(Concepts)
Post by: RandomSpriter on May 30, 2010, 11:45:36 AM
Well, I'm still a amateur at it.
However I do think 3D screenshotting would help for the high Tile Bittage sprites, but I never used 3D before.
Might be time to learn it soon anyway.
But I'm quite comfortable at the moment with the current speed I can create the sprites.

Although I'm slow at making them as I only do it on my freetime.
Title: Re: Practice Sprites(Concepts)
Post by: arseniy on May 30, 2010, 10:22:34 PM
Lets forget about 8-bit plz :3
BTW randomSpriter is YOYO plugin works for you?
I tried instal for Firefox and for IE it not works for both  :(
Title: Re: Practice Sprites(Concepts)
Post by: RandomSpriter on May 30, 2010, 11:12:31 PM
Yeah, the plugin works for me. =/

And forgetting 8 bit? XD
Well, I'm using the current sprites to figure things out, once the codes done it's just bait and switch with the higher tiled details ones and then viola, change.

Title: Re: Practice Sprites(Concepts)
Post by: arseniy on May 31, 2010, 02:52:58 AM
for example there is a game on the yoyo "Nimbus Sky Princess" isn;t that gfx is good? So why to stick to colors hard limit I don't understand ???
Title: Re: Practice Sprites(Concepts)
Post by: RandomSpriter on May 31, 2010, 05:14:18 AM
Cause I can only do sprites within this quality and be happy about it.
The others I cannot do. =/
Title: Re: Practice Sprites(Concepts)
Post by: teremochek on May 31, 2010, 01:05:40 PM
"Yes will master road going."
The Main thing that to you was pleasant to draw. After all we do it for ourselves... :bluelander:
Title: Re: Practice Sprites(Concepts)
Post by: RandomSpriter on May 31, 2010, 02:03:46 PM
Aye, I'm only here cause I really want to see TGL in a different light myself.
Even put ahold on my other project I was doing before I got here.

Although as I said, it's not going fast in making it. :P
Title: Re: Practice Sprites(Concepts)
Post by: arseniy on June 01, 2010, 02:48:22 AM
All I tried to say is that no need to stick to odl school quality. This sky princess game is very small resolution. The sprites there is nice and color schemes also nice.
Title: Re: Practice Sprites(Concepts)
Post by: RandomSpriter on June 16, 2010, 12:30:07 PM
There'll be some changes of course, as I said before, these are just concepts(Pre sprites.).

Once everything is actually workable, we can easily just swap out the old sprites with the newer higher resolution onces.
Heck even make a 3D object and use screen shots from that as it moves.

That's the easy part, getting everything to work is the harder part.
Title: Re: Practice Sprites(Concepts)
Post by: arseniy on June 17, 2010, 06:41:29 AM
Since lot of monsters are based on the underwater creatures there might be a point to post some good looking ones? Underwater photography.
Title: Re: Practice Sprites(Concepts)
Post by: RandomSpriter on June 17, 2010, 03:15:18 PM
http://www.markhaywardismyhero.com/images/frillshark.jpg
http://www.thewhitenoiserevisited.co.uk/images/dsc2.jpg
http://www.press.uchicago.edu/books/nouvian/galleryimages/deep4.JPG
http://208.106.250.72/_media/imgs/articles/a60_gulpereel.jpg (Boss)
Title: Re: Practice Sprites(Concepts)
Post by: teremochek on June 18, 2010, 12:05:39 PM
The good idea to take sprites from the nature, it was pleasant for a long time to me...
It is especially interesting to look at rare terrestrial beings...
(Jellyfishes that that is necessary)
Title: Re: Practice Sprites(Concepts)
Post by: arseniy on June 20, 2010, 01:10:40 PM
I also think we should try to search more for ancient creatures in dinosaur era or something. TGL definatelly took some gfx idea from that time.
Title: Re: Practice Sprites(Concepts)
Post by: teremochek on June 21, 2010, 12:34:29 AM

http://www.thedeepbook.org/
Here it is a lot of interesting. :redlander:

(http://teremochek2008.narod.ru/The_deep_book/UW_72.big.JPG) (http://teremochek2008.narod.ru/The_deep_book/hadd_1636_72.JPG)

(http://teremochek2008.narod.ru/The_deep_book/raskoff_marrus_72.JPG) (http://teremochek2008.narod.ru/The_deep_book/vpadina012.jpg)

(http://teremochek2008.narod.ru/The_deep_book/vpadina013.jpg) (http://teremochek2008.narod.ru/The_deep_book/vpadina014.jpg)
Title: Re: Practice Sprites(Concepts)
Post by: arseniy on June 21, 2010, 06:42:09 PM
I think TGL probably takes inspiration before dinosaurs. Tho there is ptero in the forst stage.
(http://img824.imageshack.us/img824/2518/o1901910871458.gif)
Title: Re: Practice Sprites(Concepts)
Post by: teremochek on June 24, 2010, 06:08:10 AM
Quote from: arseniy on June 21, 2010, 06:42:09 PM
I think TGL probably takes inspiration before dinosaurs. Tho there is ptero in the forst stage.
Can be to create a new theme in which we will compare Monsters from game and real terrestrial beings?
Title: Re: Practice Sprites(Concepts)
Post by: arseniy on June 24, 2010, 06:23:30 AM
I try to figure inspiration to keep very unique atmosphere of TGL sequel
Title: Re: Practice Sprites(Concepts)
Post by: teremochek on June 25, 2010, 09:25:51 AM
Quote from: arseniy on June 24, 2010, 06:23:30 AM
I try to figure inspiration to keep very unique atmosphere of TGL sequel
It is good... The Picture is very informative!
Title: Re: Practice Sprites(Concepts)
Post by: RandomSpriter on July 24, 2010, 07:07:22 PM
http://a.imageshack.us/img204/977/hptest.png

Trying to fix the HP mechanic but using a unusual method to do it then most, as it's based on x position rather then a amount of lives.
Gonna need alot of quirky things to get it working. >.<

I've been pondering if there's anyway I can improve or upgrade it to a more modern variation, but no matter how I thought, I couldn't make it out well enough without making it feel wrong.

So will use the original HP standard UI for now.
Title: Re: Practice Sprites(Concepts)
Post by: arseniy on July 24, 2010, 09:00:00 PM
What a problem with HP?
I not do programming for 2 years but I can suggest some algo.
Title: Re: Practice Sprites(Concepts)
Post by: RandomSpriter on July 25, 2010, 04:21:50 AM
Heh I like simple fixes rather then advanced math. ;)
By using a bar with a X position changer, and once it's beyond a certain X mark you are able to use the death emote.
As well as when you find HP upgrade you can just use a variable that can max the certain X coord permanently to it's max, not so bad, and it's a easy mechanic.
Title: Re: Practice Sprites(Concepts)
Post by: arseniy on July 25, 2010, 06:46:20 AM
HM... I not really understood what the problem. Also isn't GM has a ready solutions for HP bars ???
Title: Re: Practice Sprites(Concepts)
Post by: RandomSpriter on July 25, 2010, 10:56:20 AM
It requires alot of trial and erroring, think I've done about 50 restarts of the engine for the visibility of the HP bar and it's gauge. :P

And yeah there is a in built HP system, however, I had no idea how to use it.^^;;

Now I'm trying to fix the "spinhurt" animation, since I remember seeing that alot back in the days. :P
(http://a.imageshack.us/img237/2051/hurtspin.gif)
Now the problem comes up in programming as I haven't made it flexible at all considering my solution, so trying to find a common Variable that I can make to supress further animation changes once this animation is in the animation state.

Gonna have to change the core to make it more "friendly" to adjust rather then hardcoring the programming from what is done already. >.<
The HP engine is pretty much up and running so far atleast.

YES fixed the spinhurt!

Now to fix the X position engine on different Collision mechanics.
And to create the LifeGauge Increase macro.

It's gonna be a long week this.

Update: Been about a few here and there, trying to figure out several of the "events" in the game to add some more persona into it, sadly, most of it is just sketches on paper so far to see what may work and what may not, so haven't had much time to put into the gaming engine at the moment, there's several more pieces needed to be fixed in plots/graphics/Sprites/Events/Concept arts of the characters.
This bloody things takes time. :P

However, I'm currently doing a early concept sketch of Lydia over at http://www.wayofthepixel.net/pixelation/index.php?topic=10700.0 in case people are interested in what I am putting alot of time into at the moment. There's tons more to be done on this one before I can go back to the engine and normal sprites.
Title: Re: Practice Sprites(Concepts)
Post by: arseniy on August 16, 2010, 11:27:34 PM
to draw animation like this will take a week only to create her walking!
Title: Re: Practice Sprites(Concepts)
Post by: RandomSpriter on August 17, 2010, 07:36:21 AM
Concept sketch! = Suit design/Details/decals!
For the "event" scenes when we need some more details that's visible, Like Turbine Revs/Rank Signs/Engines etc etc.
Title: Re: Practice Sprites(Concepts)
Post by: arseniy on August 19, 2010, 08:46:35 AM
Oh I got it now! The big pic for the cut scenes or something like that :bluelander:
Title: Re: Practice Sprites(Concepts)
Post by: RandomSpriter on August 19, 2010, 11:27:33 AM
More like what ideas I can fit in with how it should look when in closer pictures, yes.

See it as a "This might be how the suit should look like."