Resource Making Tips!

Discussion pertaining to resources, stories/characters and gameplay ideas in this forum dedicated to games that are just a faint glow.
Forum rules
Do not create a topic offering to produce resources. Click here for the reason.

Please use above resources section of site so everyone can have access to the resources you create.
User avatar
MIV
Insane 001 Forum Member
 
Joined: Tue Sep 23, 2008 6:00 am
Location: Location, Location, Location...

Re: Resource Making Tips!

Postby MIV » Sat Sep 12, 2009 3:25 am

Scaveleon wrote:Graphic clash

A graphical clash is when you mixture 2 different styles into a single game. Most commonly would be realistic textures mixed with cartoony figures. Because you use both styles, it doesn't hold any style properly. No style means it's harder to achieve immersion.

If you're lucky, the clash is very minor, as they both have approximately the same style, but really, don't take chances and rip Zelda and Crysis or something like that.
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you're a mile away and you have their shoes."

Apocalypse I Act I: //////////////////// - 25% Done, Demo v0.3
AVAILABLE: http://www.engine001.com/games/Apocalypse+I+-+Act+I_601.htm
Please play through the full game, or PM me for hints and easter eggs.

Image
Image
The M4 Team Salutes You.
Image
Image

User avatar
keligorm
001 Supporter
 
Joined: Thu Jan 29, 2009 12:39 am

Re: Resource Making Tips!

Postby keligorm » Tue Nov 10, 2009 12:22 am

I use Paint.net and there is a very useful plugin that I downloaded called bevel. What this does is makes an effect that looks like light is being reflected off the object. Its very usefull for anything that is suposed to be shiny. It can also take alot of work out of shading: so if you have paint.net I highly sugest you get this plugin.


Here is a comparison with the standard 001 sword: (Its kinda hard to see at this size though :( )
Attachments
Sword3.png
See the difference?
Sword3.png (1.92 KiB) Viewed 13376 times
"Hope is the denial of reality"
Raistlin Majere
Dragons of Autumn Twilight

User avatar
MIV
Insane 001 Forum Member
 
Joined: Tue Sep 23, 2008 6:00 am
Location: Location, Location, Location...

Re: Resource Making Tips!

Postby MIV » Tue Nov 10, 2009 1:20 am

The same can be done with Photoshop, or if you only have a basic drawing program just add on a few darker shades on the sides. Try to imagine what they look like with the shadow.
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you're a mile away and you have their shoes."

Apocalypse I Act I: //////////////////// - 25% Done, Demo v0.3
AVAILABLE: http://www.engine001.com/games/Apocalypse+I+-+Act+I_601.htm
Please play through the full game, or PM me for hints and easter eggs.

Image
Image
The M4 Team Salutes You.
Image
Image

User avatar
Deedasmi
001 Forum Master
 
Joined: Sat May 19, 2007 10:47 pm
Location: At my computer (like always)

Re: Resource Making Tips!

Postby Deedasmi » Tue Nov 17, 2009 11:03 am

Ya. some of those simple built in features make things seem so powerful its insane. I had a friend spend 5 minutes in photoshop and turned an image from 2d to this really awsome looking 3d, with an amazing background, etc. Apparently, he hates making graphics. Lol

User avatar
MIV
Insane 001 Forum Member
 
Joined: Tue Sep 23, 2008 6:00 am
Location: Location, Location, Location...

Re: Resource Making Tips!

Postby MIV » Tue Nov 17, 2009 10:41 pm

Deedasmi wrote:Ya. some of those simple built in features make things seem so powerful its insane. I had a friend spend 5 minutes in photoshop and turned an image from 2d to this really awsome looking 3d, with an amazing background, etc. Apparently, he hates making graphics. Lol

So do I. I get Pierrod to do it, but back on topic.
Scaveleon wrote:Immersion

Immersion is when you feel the world you play in. Seeing as most games lets you go to another world, having your senses to be there can really make a game experience much better. To give the player immersion is pretty much based on what the player likes, but if you want more people to feel immersed to the game, good graphics are important. Very important.

Graphics also have to be designed according to mood. If you intend to have a musty, dark sewer atmosphere for one of your maps, not only must you ensure that lighting and tiles are appropriate, but also the characters. Nobody wants to travel along a nice, dark sewer and see a cute little mouse there with big, anime eyes. That will completely ruin the mood.
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you're a mile away and you have their shoes."

Apocalypse I Act I: //////////////////// - 25% Done, Demo v0.3
AVAILABLE: http://www.engine001.com/games/Apocalypse+I+-+Act+I_601.htm
Please play through the full game, or PM me for hints and easter eggs.

Image
Image
The M4 Team Salutes You.
Image
Image

User avatar
Crusader2
001 Admirer
 
Joined: Sat Feb 09, 2008 11:10 am

Re: Resource Making Tips!

Postby Crusader2 » Mon Dec 21, 2009 6:25 pm

Wow, still Stickied and still moderately active. I'm impressed!

Just checkin in to see how my old community is doin, and to ask a mod to update the first post when I can't, as I have very little free time anymore :?

Best Regards,
C2 :duck:
You have been... NOOB SLAPPED!

User avatar
Ixayou
001 Translator
 
Joined: Sun Nov 11, 2007 11:15 am
Location: Norway

Re: Resource Making Tips!

Postby Ixayou » Fri Apr 09, 2010 1:31 am

When you are making tile-sets, make sure that the floor tile is not distracting from the player. You can do this by using colors with little contrast and using colors that is just a little darker than the other tile-sets in the map. (Shades that is further away or further down is darker. Shades that are high up is brighter)
And remember to remove the grid. The grid is when you see that you are not walking on a real map, but on a bunch of tiles. You can see the grid when a part of the floor tile looks different than the rest, and that flaw is being repeated over and over again on the map so you can almost see the "grid" the floor tile is placed on. Sorry for not being able to explain so good :P
ImageThe Rpg Teams Blog!
All published information about our project will be there
http://shadowsofsephtia.blog.com/
Image

User avatar
Ciao-Gamer
Member
 
Joined: Fri Sep 11, 2009 3:30 am

Re: Resource Making Tips!

Postby Ciao-Gamer » Sat May 08, 2010 7:28 am

keligorm wrote:I use Paint.net and there is a very useful plugin that I downloaded called bevel. What this does is makes an effect that looks like light is being reflected off the object. Its very usefull for anything that is suposed to be shiny. It can also take alot of work out of shading: so if you have paint.net I highly sugest you get this plugin.


Here is a comparison with the standard 001 sword: (Its kinda hard to see at this size though :( )

Just to build on this, if you don't have Paint.NET, I strongly suggest you get it. Apart from the useful effects it has a lot more grunt that Microsoft's built in Paint and its completly free.
You need resources?
You want them to blend in with the stock 001 resources?
You need ME!
PM any requests...

User avatar
Ixayou
001 Translator
 
Joined: Sun Nov 11, 2007 11:15 am
Location: Norway

Re: Resource Making Tips!

Postby Ixayou » Thu May 27, 2010 3:24 pm

Any professional pixel artist wrote:The gradient tool is evil!


*points at gradient tool*
EVIL!!!!! :evil:

What do you perfer?

This:
3-2.gif
Gradient tool
3-2.gif (713 Bytes) Viewed 13273 times


Or this:
3-3.gif
Hand shaded
3-3.gif (979 Bytes) Viewed 13273 times
ImageThe Rpg Teams Blog!
All published information about our project will be there
http://shadowsofsephtia.blog.com/
Image

User avatar
Zhuge
Insane 001 Forum Member
 
Joined: Thu Jun 21, 2007 5:14 pm
Location: Wisconsin, United States

Re: Resource Making Tips!

Postby Zhuge » Thu May 27, 2010 4:16 pm

Hand-shaded.

User avatar
Zarthan
001 Fanatic
 
Joined: Tue Feb 16, 2010 1:36 pm
Location: Brazil

Re: Resource Making Tips!

Postby Zarthan » Mon Jun 07, 2010 12:56 pm

hand shaded sure, it shows a lot more texture and realism.

User avatar
Mike
001 Co-Founder
 
Joined: Sun May 08, 2005 1:29 pm
Location: Ontario, Canada

Re: Resource Making Tips!

Postby Mike » Thu Jun 10, 2010 10:16 pm

The gradient tool looks awful in that case because it's using so few colours.

To be fair, the gradient tool can be used as a basis, to which you could apply another tool, such as "noise" or what have you, to get an impressive effect like the first object and third object. The second object could be pure gradient, if used in sections.

User avatar
Zarthan
001 Fanatic
 
Joined: Tue Feb 16, 2010 1:36 pm
Location: Brazil

Re: Resource Making Tips!

Postby Zarthan » Sun Jul 11, 2010 5:18 pm

Gradient tool is helpfull, but people want to use it for everything when it should be used just as a base or few objects. So after you make an object with gradient, stop and think, does it really looks like what you wanted?

User avatar
K-Pone
001 Forum Master
 
Joined: Mon Aug 04, 2008 10:53 am
Location: Niedersachsen, Deutschland (Lower Saxony, Germany)

Re: Resource Making Tips!

Postby K-Pone » Sun Jul 18, 2010 5:46 pm

You can use the gradiant tool to make some surfaces looking more realistic. You can also adjust the opacity of the gradiant tool to about 20 to 50 percent, then it could look like the light is shining on it. If it doesn't look as like as you wanted it to look like, undo it and try again. Remember: The light normally shines from the top-left side, and if you're drawing in 3D it is shining from the front-top-left.
Squatrominati (Lumines Clone) Click Here Image

User avatar
Ixayou
001 Translator
 
Joined: Sun Nov 11, 2007 11:15 am
Location: Norway

Re: Resource Making Tips!

Postby Ixayou » Tue Jul 20, 2010 3:10 pm

I still think the gradient tool is evil :evil:

Anyway, i just noticed that i find it kind of annoying when people post the same resource over and over again only with different color. Especially when its just a normal unusable item with only one graphic and very few shades. Im not saying that i havent done that myself, i just think people should try not to do it unless its requested, nessecary or if the item has different properties, otherwise its mostly just spamming the resource section. Its just my own opinion though i dont excpect anyone to agree
Last edited by Ixayou on Tue Jul 20, 2010 3:11 pm, edited 1 time in total.
Reason: Automatically merged double post.
ImageThe Rpg Teams Blog!
All published information about our project will be there
http://shadowsofsephtia.blog.com/
Image

User avatar
Zarthan
001 Fanatic
 
Joined: Tue Feb 16, 2010 1:36 pm
Location: Brazil

Re: Resource Making Tips!

Postby Zarthan » Tue Jul 20, 2010 4:02 pm

I agree with you, it makes hard searching for an specifict resource and almost everybody has image editors with HUE and collor changing sections.

User avatar
Zhuge
Insane 001 Forum Member
 
Joined: Thu Jun 21, 2007 5:14 pm
Location: Wisconsin, United States

Re: Resource Making Tips!

Postby Zhuge » Wed Jul 21, 2010 11:10 pm

Aye, I'm too lazy to recolor it myself though. :P
I do... somewhat agree though, just because the hilt of the sword has a gem on it, recolored three times; Does it need to be uploaded with the same stats? Couldn't you make it a different sword? Though I do think that if it's like the sword itself is Silver, Brass, Gold, Blue, Red, etc... You could upload those individually, though in all it all depends on who's downloading it. I've had a resource and I've changed the stats before, but It's still credited.
It's also another thing to have the same built in resource, just different stats and a changed name.
For instance -
Sword: 100 dollars, 128px range, 10 dmg. [Default Sword Graphic]
Sword of Strength: 500 dollars, 128px range, 15 dmg. [Default Sword Graphic]

User avatar
Ixayou
001 Translator
 
Joined: Sun Nov 11, 2007 11:15 am
Location: Norway

Re: Resource Making Tips!

Postby Ixayou » Wed Sep 15, 2010 12:40 pm

Distinguish between real-life'ish and realistic

Often when people hear the word 'realistic' they always think about stuff looking like taken from real life (ex. ripped a google picture of a real item)

Realistic means that the picture you are looking at, or the map you are playing in feels as if it could have been real, and that it is easy for the eye to understand. All of the graphics has to go together so that they look like they are all from the same place (instead of cartoony one place and pillow shaded another place).

I am saying this because some people say like "i am going to make the most realistic game ever! all i have to do is rip pictures from google and use them", and "realistic? no way dude i am making a cartoony game, so i dont need to make it realistic at all!"

This is a shame, because by only using pictures from google, you make the picture hard to understand for the eye, because there is just a lot of pictures over and over eachother. I am not saying its a bad thing to use reallife pictures, but i am saying that some people doesnt put effort into making all the graphics look well together, then it still clash even though the pictures are somewhat the same quality. You still need to think about shades and such even though your resource is already there and looks good alone. More on shading below.

By making it cartoony, you still have to give the player the feel of walking on a map. This is usually done by using the right colors, wich means no detailing is needed so it will still look cartoony even though its more realistic (same goes for reallife resources). What most people do when they make a cartoony game, is that they use too many complementary colors with eachother. This will result in poking the players eyes out! You need to give the eyes something comfortable to look at, and you do this by using brighter/complementary colors on items or areas that are higher up than the rest, then usually the stuff on the ground can be a little darker and less contrast. That way the eye can easily understand what is what, and this makes it more comfortable for the player.

(btw, dont use black for shades. try using dark blue and purple, it will give more deapth ;) )
ImageThe Rpg Teams Blog!
All published information about our project will be there
http://shadowsofsephtia.blog.com/
Image

User avatar
Gameboy
Member
 
Joined: Thu Jul 01, 2010 11:20 am
Location: Earth

Re: Resource Making Tips!

Postby Gameboy » Thu Oct 28, 2010 4:14 am

Does anyone know if there is a website that has free sounds tat are VIRUS -FREE!? I had to get my pc rebooted because of thousands of virues please help thanks.. :|

User avatar
sinjin48
Ultimate 001 Member
 
Joined: Wed Aug 13, 2008 12:40 pm
Location: Glenwood Newfoundland.

Re: Resource Making Tips!

Postby sinjin48 » Thu Oct 28, 2010 11:09 am

What does that have to do with resource making?
“The purpose of life is not to be happy. It is to be useful, to be honorable, to be compassionate, to have it make some difference that you have lived and lived well.” - Ralph Waldo Emerson

User avatar
Gameboy
Member
 
Joined: Thu Jul 01, 2010 11:20 am
Location: Earth

Re: Resource Making Tips!

Postby Gameboy » Fri Oct 29, 2010 12:31 am

sinjin48 wrote:What does that have to do with resource making?


Good question i thought it would be ok here? but where would you like me to instead..?

User avatar
sinjin48
Ultimate 001 Member
 
Joined: Wed Aug 13, 2008 12:40 pm
Location: Glenwood Newfoundland.

Re: Resource Making Tips!

Postby sinjin48 » Fri Oct 29, 2010 11:01 am

Resource section preferably. Just make a request topic.
“The purpose of life is not to be happy. It is to be useful, to be honorable, to be compassionate, to have it make some difference that you have lived and lived well.” - Ralph Waldo Emerson

meeta
Junior Member
 
Joined: Thu Oct 28, 2010 6:53 am

Re: Resource Making Tips!

Postby meeta » Sun Oct 31, 2010 6:11 pm

Gameboy wrote:Does anyone know if there is a website that has free sounds tat are VIRUS -FREE!? I had to get my pc rebooted because of thousands of virues please help thanks.. :|

how can sound files give you viruses
protip exe files aren't sounds
also yes thousands of virus? just reboot that'll fix it... not...

User avatar
Gamerdude
001 Support
 
Joined: Wed Dec 12, 2007 8:56 pm
Location: Australia

Re: Resource Making Tips!

Postby Gamerdude » Sun Oct 31, 2010 10:10 pm

People attach viruses to the file, or simply claim a virus is a different sort of file.

But back on topic.
Image
Image

User avatar
Samulis
001 Fanatic
 
Joined: Wed Mar 10, 2010 4:12 pm
Location: New England

Re: Resource Making Tips!

Postby Samulis » Wed Jun 22, 2011 5:51 pm

Three tips for folks if any of these are helpful. (yes, I know... big bump here from the last post)

If you want to make an item based on something in history, take the time to research out what the item looked like and how it was used, as well as what it was called and worth. It's also always worth it to do a google search for images of your item and look at those images as a base for what you want to do. This applies to almost any content you can imagine. Working on a knight? Search for pictures of medieval armor and even get some library books (ones with pictures are recommended) on knights and medieval combat. Don't have the time? Wikipedia often has most of the answers and is generally reliable.

Be sure to practice making items regularly so you don't get out of practice. If you want to be good, you'll have to work a lot on the side. Try setting goals such as 'make an item every week and a sprite every two weeks' and be sure to keep practicing. Even without any guidebooks or help, you can become a good digital artist just by trying and constantly working on harder and more advanced projects.

When previous methods of trying to do something doesn't work, don't be afraid to try a new method! There are many ways to get to the end result of a resource item, even ways beyond your monitor. Try visualizing your item or resource first by searching for images or existing items. Drawing the item or resource out on large graph paper (1inx1in squares or 3cmx3cm squares) or even making the item using modeling clay or craft materials will allow you to get a rough draft done before making it (many professional prop makers use several stages of 'mock-ups' before making the real item).


Return to Resource, Story and Level Design

Who is online

Users browsing this forum: No registered users

cron