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#51 2018-09-21 11:25:00

G.E.R.
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From: Russia, Krasnodar
Registered: 2017-12-26
Posts: 177

Re: Waterworks concept art candidates

KZR, may be you will come in handy this skeleton my marmot ?

PNG
Marmot_4_210918.png

The Photoshop'PSD file

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#52 2018-09-21 16:03:01

Alexandre
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From: Brazil
Registered: 2009-01-27
Posts: 3,300
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Re: Waterworks concept art candidates

Did you do the pixel art yourself? It's great.

KZR wrote:

sorry, I forgot to show a scale comparison

Try to make it the same size as Surge. Enemies get too tall otherwise.

btw, happy birthday.

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#53 2018-09-21 17:24:23

G.E.R.
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From: Russia, Krasnodar
Registered: 2017-12-26
Posts: 177

Re: Waterworks concept art candidates

Alexandre wrote:

Did you do the pixel art yourself?

Yes. Now I working on Waterworks-1 (adaptation for 0.5.0 version, expande the level, add new routes and decorations and objects).

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#54 2018-09-22 16:56:13

KZR
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Registered: 2010-07-14
Posts: 1,447
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Re: Waterworks concept art candidates

G.E.R. wrote:

KZR, may be you will come in handy this skeleton my marmot ?

do you have a reference drawing that I can work with? I did the salamander by tracing over the drawing, as this usually gives better results than starting from scratch. like, the shape is there, the colors are there...

Forget what I said, I found the references. a marmot with a chain... i can't help to think of Simon Belmont, maybe even the animations for the marmot being a nod to him...

Alexandre wrote:

Try to make it the same size as Surge. Enemies get too tall otherwise.

btw, happy birthday.

Thank you for the birthday wishes, much appreciated smile

is this a normal enemy or a boss? I imagined this as a boss, using its stick to conduct electricity.

one swing attack that breaks into multiple rays
putting it in water to hurt the player standing there with a discharge
and one straight ray shot in the direction the stick is pointed

I got this so far

image.png

Last edited by KZR (2018-09-22 21:13:46)


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#55 2018-09-23 02:15:17

Alexandre
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From: Brazil
Registered: 2009-01-27
Posts: 3,300
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Re: Waterworks concept art candidates

This is awesome pixel art.

The salamander is supposed to be a regular enemy, that's why I asked to make it shorter. We do not have a boss yet. It can be this bigger salamander, why not? smile

s217.png

Also, please keep the proportions in mind (the screen size is 426x240; Surge is about 50 pixels tall).

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#56 2018-09-23 10:37:54

KZR
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Registered: 2010-07-14
Posts: 1,447
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Re: Waterworks concept art candidates

this is how I visualized the boss battle.

image.png

while on the sides, the salamander swings its stick. it does a quarter circle motion, from which a few small lightning entities spawn along its motion. These can damage the player, but after this attack there is a cooldown allowing the player to hit the boss.

while on the middle platform, the salamander charges up electricity (invulnerable and hurts player).
when charged, the salamander then puts the stick in the water, causing a massive discharge, this is coupled with a nice effect of many splashes along the water surface, and a lot of bubbles, as if the water violently boils.

this is the attack pattern to be avoided by the player at all costs. there is a small time window to leave the water, and the enemy can not be hurt until the attack is finished.

Edit:

In the meantime the body is complete. I'll try to make some keyframes with the body parts to get some animations going.

image.png

Last edited by KZR (2018-09-24 08:31:24)


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#57 2018-09-26 16:11:54

G.E.R.
Member
From: Russia, Krasnodar
Registered: 2017-12-26
Posts: 177

Re: Waterworks concept art candidates

Salamander intended as enemy.
We need to create another enemy for this zone, in this case.

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#58 2018-09-26 17:39:39

svgmovement
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Registered: 2011-11-24
Posts: 209

Re: Waterworks concept art candidates

I like these new sprites.

G.E.R. wrote:

Salamander intended as enemy.
We need to create another enemy for this zone, in this case.

Not necessarily. Last time I checked, Sunshine Paradise has both a wolf enemy and a wolf boss. If you all really desire a concept for a new and distinct enemy, let me know.


-- svgmovement

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#59 2018-09-27 01:48:44

Alexandre
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From: Brazil
Registered: 2009-01-27
Posts: 3,300
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Re: Waterworks concept art candidates

KZR wrote:

In the meantime the body is complete. I'll try to make some keyframes with the body parts to get some animations going.

image.png

It would be awesome if you could make that tail move. cool

The only thing I notice is that his pants are a bit too large for him.

svgmovement wrote:

Last time I checked, Sunshine Paradise has both a wolf enemy and a wolf boss. If you all really desire a concept for a new and distinct enemy, let me know.

We need new sprites for Sunshine Paradise, to fit in on this new style (non-flat).

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#60 2018-09-27 13:46:51

KZR
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Registered: 2010-07-14
Posts: 1,447
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Re: Waterworks concept art candidates

Alexandre wrote:

It would be awesome if you could make that tail move.

The only thing I notice is that his pants are a bit too large for him.

giphy.gif

The tail will indeed move, it is a part of the character's balance and dynamic. since I made the character by parts, complex animations will be easier to break down. please advise if there should be a single- or multi-object approach, so I know how to assemble the sprite parts correctly.
I'd personally go for a body+weapon arm+tail approach at the very least.

And yes the shorts are some serious 90's hip-hop fashion tongue I traced them almost directly from the source illustration. it's fixed smile

Last edited by KZR (2018-09-27 16:20:28)


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#61 2018-09-27 15:48:34

Alexandre
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From: Brazil
Registered: 2009-01-27
Posts: 3,300
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Re: Waterworks concept art candidates

KZR wrote:

please advise if there should be a single- or multi-object approach, so I know how to assemble the sprite parts correctly.

Are you talking about scripting? I see it as a single object (entity). I do not know what you're thinking for the weapon, though.

In terms of animation, I can't answer. It's important that the animation gets to be convincing. The sprite is beautiful already.

I'd like to ask you to make a smaller version of the sprite as well, in a single-object approach, so we can use it as an enemy. A single walking animation should be fine. smile

KZR wrote:

And yes the shorts are some serious 90's hip-hop fashion tongue

oh yes, you've got it! This is really the retro spirit big_smile

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#62 2018-09-27 16:24:30

KZR
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Registered: 2010-07-14
Posts: 1,447
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Re: Waterworks concept art candidates

Alexandre wrote:

I'd like to ask you to make a smaller version of the sprite as well, in a single-object approach, so we can use it as an enemy. A single walking animation should be fine.


no problem. once the big one is finished, it should be easy to resize and add some of the lost details

a quick resize to 66% tells me it's more than doable

image.png

Alex the earlier post was being edited while you posted. take a look

also I noticed the animations are losing color through compression. the final product will not have the same issues.

Last edited by KZR (2018-09-27 16:30:23)


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#63 2018-09-27 17:06:19

Alexandre
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From: Brazil
Registered: 2009-01-27
Posts: 3,300
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Re: Waterworks concept art candidates

Regarding the animation:

Since the Salamander has its attention on the player, the eyes shouldn't move that much (or at all). I think its eyes are too strange. On the other hand, the mouth animation is great.

The movement of the spine is good. I noticed that even though the right arm is moving, the left arm is stoned. To gain consistency, it's important to have both arms moving.

The lower part is not quite good yet. The shorts stretch around the hips, but stay stoned around the thigs. Oh, but I see the short size is fixed now smile

Finally, the tail animation is getting there, but can be further improved (mainly on the lower back). See that the tail bone has joints also on that part:

tail.png
https://br.pinterest.com/pin/369013763197634270/

Keep up the good work wink

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#64 2018-09-27 17:20:29

KZR
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Registered: 2010-07-14
Posts: 1,447
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Re: Waterworks concept art candidates

thanks for the insights. this is just a test for an idle animation, and these are the body parts with the main flow of the animation. I didn't care for anything else other than to get the breath cycle right, and quite frankly I'm not there yet.

in case anyone wants to help with the brickset, I snipped a few interesting elements from the dam pictures (pun intended tongue )
If anyone would like to redraw these , probably even mix and match them, please do. that would help greatly!

waterworks_bits.png


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#65 2018-10-03 02:22:59

KZR
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Registered: 2010-07-14
Posts: 1,447
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Re: Waterworks concept art candidates

here's a concept

s014.png


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#66 2018-10-03 11:53:06

Alexandre
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From: Brazil
Registered: 2009-01-27
Posts: 3,300
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Re: Waterworks concept art candidates

KZR wrote:

s014.png

this reminds me a bit of Megaman X; it's not quite that

it's not necessary to have pipes everywhere; you can have blocks with a pattern smile

Knuckles Chaotix: Amazing Arena
KCAArena_L3_LOn.png
or the pipes could be part of a pattern, but not too many

Please see Knuckles Chaotix' Amazing Arena:
https://www.youtube.com/watch?v=wYu6L-cCMdA

You could also have smoother curves (regular-shaped) and a man-made style of shapes. Since Waterworks take place in a dam, its scenery is man-made.

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#67 2018-10-11 16:25:39

G.E.R.
Member
From: Russia, Krasnodar
Registered: 2017-12-26
Posts: 177

Re: Waterworks concept art candidates

A transparent transport pipes in Waterworks:

illust_1_111018.png

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#68 2018-10-15 23:25:47

SilverstepP
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From: North Carolina
Registered: 2009-07-31
Posts: 1,545

Re: Waterworks concept art candidates

G.E.R. wrote:

A transparent transport pipes in Waterworks:

illust_1_111018.png

I feel like there's too many conflicting art styles and some of it looks a bit off. Maybe there should be some kind of guidelines regarding the style of the game.

Smooth gradients vs pixelated art together looks a bit unnatural imo, and the lighting/shading seems inconsistent. (those BG blocks could be mistaken as platforms based on how they appear to stick out of the wall)

Last edited by SilverstepP (2018-10-15 23:26:12)

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#69 2018-10-16 10:27:49

G.E.R.
Member
From: Russia, Krasnodar
Registered: 2017-12-26
Posts: 177

Re: Waterworks concept art candidates

It's a fair remark, I did not take into account the direction of lighting. How I can to make a natural pipes images? Should I reduce the quantity of gradient colors?

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#70 2019-01-29 03:19:04

svgmovement
Member
Registered: 2011-11-24
Posts: 209

Re: Waterworks concept art candidates

New concept art, based more on the earlier references:
stir-tank-5a.jpg

G.E.R. wrote:

It's a fair remark, I did not take into account the direction of lighting. How I can to make a natural pipes images? Should I reduce the quantity of gradient colors?

You probably should reduce the quantity of gradient colors, considering the target art style. Also, pick a light direction (i.e. left and up, or directly above, etc.) and manually draw the light for each orientation of the pipe to match the light source. (Simple rotation of sprites won't work.)


-- svgmovement

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#71 2019-01-29 12:07:34

Alexandre
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From: Brazil
Registered: 2009-01-27
Posts: 3,300
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Re: Waterworks concept art candidates

svgmovement wrote:

New concept art, based more on the earlier references:
stir-tank-5a.jpg

I love it. Your concept has a grey color scheme that looks just right.

http://opensnc.sourceforge.net/wiki/ind … works_Zone

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#72 2019-01-30 16:05:06

KZR
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Registered: 2010-07-14
Posts: 1,447
Website

Re: Waterworks concept art candidates

I love it too. gonna try and make some bricks based on that

those water tanks gave me an idea. so there are these water tanks in various sizes and they are somewhere between platforms. when the liquid is still it behaves like normal, but when the turbine is active, it creates a whirlwind that pulls the player down. we could use this in different ways:

a soft trap, that delays the player with no damage

a hard trap, that damages the player n collision with the turbine

a gimmick, that pulls the player into a tube network, or creates a jet of water propelling the player along with it



just playing around with the concept in Tiled

image.png

Last edited by KZR (2019-01-30 18:14:34)


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#73 2019-01-31 04:27:51

svgmovement
Member
Registered: 2011-11-24
Posts: 209

Re: Waterworks concept art candidates

What do you all think of this concept?
electric-hazard-5.jpg
This one is more outdoors. The previous one would be indoors.

Last edited by svgmovement (2019-01-31 04:28:41)


-- svgmovement

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#74 2019-01-31 14:04:56

Alexandre
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From: Brazil
Registered: 2009-01-27
Posts: 3,300
Website

Re: Waterworks concept art candidates

svgmovement wrote:

electric-hazard-5.jpg

It reminds me of Itaipu.

http://opensnc.sourceforge.net/wiki/ind … works_Zone

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#75 2019-05-04 02:36:47

CrazyPencilDawg
Member
From: Gensokyo, Japan
Registered: 2018-10-12
Posts: 54

Re: Waterworks concept art candidates

svgmovement wrote:

Marmot with a chain, possible enemy in Waterworks:
Marmot-chain.jpg

Sorry, but Marmots are not real badniks, Thank you! smile


Touhou fan who is currently working on a game about a blue cartoon rat and a game about mildly-infuriated plastic balls.

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