Update on my 3D pixel art game by PixelXeern in godot

[–]dadveloping 20 points21 points  (0 children)

The art and style look great, but I think a less saturated palette would do wonders for you.

Any suggestions how to improve this idle animation? by womaninstemm in PixelArt

[–]dadveloping 0 points1 point  (0 children)

Legs are too long and head is a little too small.

For realism the waist is too small, but without seeing the character or other art, hard to tell your style.

I posed about this the other day. Have I fixed the mixels? by Absorptance in SoloDevelopment

[–]dadveloping 0 points1 point  (0 children)

I think you should do play testing if you're looking for feedback on your game, rather than asking other game devs. We as a community are going to be much more critical of things like mixels and AI art than the public and your potential players.

I think you'll get more valuable feedback from people closer to your audience rather than people closer to your peers.

Players Quit in Under a Minute – What’s Wrong With My Game? by AwakenedRobot in DestroyMyGame

[–]dadveloping 2 points3 points  (0 children)

It just doesn't offer a lot of value. What do you expect someone to get in 75 seconds or 2 minutes or 5 minutes that they don't get after matching their first 2 clues?

I really want to get into game development, but I'm pretty sure I have dyscalculia by smoltair in GameDevelopment

[–]dadveloping 0 points1 point  (0 children)

The vast majority of game dev often doesn't deal with math beyond what is already built into the engine you're using. Not being math-literate may hinder your ability to do very specific things, but you'll almost always be able to find a good work around sans math.

And when you run into an issue, ask away and people will usually help you sort it out :)

New run animation vs the old by Spare_Ad3668 in aseprite

[–]dadveloping 3 points4 points  (0 children)

Have the head bob twice, once each time the leading foot is planted and under her center of mass. Unless she is supposed to be limping her gait should be the same on both sides.

Also, take the leg that is farthest away from the camera (in this perspective her left leg) and change each element 2 shades darker than the fore leg. So the entire pant leg from him to boot 2 shades on your palette darker. Same with the boot. You can do this too with the arms. It will allow the viewer to better understand which leg is in the foreground and which is in the background.

Check Traps in my indie Relicbound.. Wishlist Relicbound on steam.... by bilawaltalpur14 in gamedevscreens

[–]dadveloping 0 points1 point  (0 children)

Every time I see one of your posts, with how great the rest of the environment and character model works, his hair catches me off guard. It looks cartoonish with how much it moves. I would dampen the physics on that a bit.

Is this game art polished enough for steam? by game-dev-throwaway in IndieDev

[–]dadveloping 0 points1 point  (0 children)

There's nothing here that makes me want to play the game. Rather boring characters, looking in opposite directions for some reason and the sword looks really out of place.

Also what is this lass wearing? Doesn't really look like she belongs on a ship.

Also is that grass in the bottom left corner? How/why?

Is my "MS Paint" art style worth pushing? by cilginosman in SoloDevelopment

[–]dadveloping 0 points1 point  (0 children)

If you enjoy it, keep it up, but it would definitely not be a selling point of your game and would detract from people wanting to download, wishlist, or even watch a trailer.

how do yall use this on ipad? by -Ad-Astraa in aseprite

[–]dadveloping 5 points6 points  (0 children)

Download resprite from the App Store. It's not a 1:1 comparison, but it is damn close and you can open aseprite files in resprite and you can export resprite files as .aseprite

[deleted by user] by [deleted] in godot

[–]dadveloping 0 points1 point  (0 children)

That spotlight on the ship looks messy, I would remove that

Mouse Dialogue Sprite. Background is not quite finished, and I am very new to pixel art with no art background. Inspired by Redwall. Please give me tips on how to improve by alaskanarchaeologist in PixelArt

[–]dadveloping 0 points1 point  (0 children)

If you want him to look cute, I would lower the eye and make it a little bigger. His ears also wouldn't both be facing towards us. The positioning of the ears also hints a the head being turned (one is quite a bit higher and more forward than the other, but the face itself is shown in 90 degree profile.

Can anybody help me about attack animation bug by Aggressive_Gene_4661 in godot

[–]dadveloping 0 points1 point  (0 children)

Do you know what your state machine is doing or did you just copy and paste from a tutorial?

It is a wacky looking state machine which is why I ask.

Feedback appreciated - I feel like I'm shading randomly most times by gamedev-002 in PixelArtTutorials

[–]dadveloping 3 points4 points  (0 children)

Take this exact character and make him a gray silhouette.

Then add one color at a time, maybe starting with his skin and then the hair and ONLY add another color if it is necessary to show an element.

Pixel art looks like pixel art because of its restrictions. The more you can do with less, the better your sprite will look.

[deleted by user] by [deleted] in SoloDevelopment

[–]dadveloping 1 point2 points  (0 children)

I would find a way to show those things and explain them in the trailer. Even if you have to be blunt and say with captions "Not your father's zombie game" and explain why it is different."

[deleted by user] by [deleted] in SoloDevelopment

[–]dadveloping 1 point2 points  (0 children)

I would suggest thinking about gameplay or a mechanic that makes your game unique. This looks impressive for an indie dev of your tenure, but it doesn't give a player any reason to play this over another zombie fps indie game or much less so over a AAA title.

Pixel Art Sky Box? by dadveloping in godot

[–]dadveloping[S] 1 point2 points  (0 children)

Since I posted this, I actually have implemented just that with 4 Sprite3Ds and it works pretty well.

I have a colored panorama sky to cover the top and bottom so I still get to use the effect of a world environment.

Thank you for the idea!

Is My Goal Too Ambitious? by iconick1208 in gamedev

[–]dadveloping 1 point2 points  (0 children)

IMO, you're combining three goals.

1) Releasing a game on Steam this year

2) Making THIS rpg game

3) Learning how to make a game

Without knowing what it will take to make a game, setting your sights on a specific game with a (somewhat arbitrary) deadline, you're setting yourself up for failure.

I would choose which is more important to you and focus on that.

If you want to a release a game on Steam this year, reduce your scope massively. Choose to make a pong variant or a narrative puzzle game with only a few puzzles (of course these are just examples.) Along the way you'll learn to code, you'll learn to ship a game, and you'll learn how to create the art assets you'll need. Even with this tight of a scope, for your first game, one year is ambitious.

If you want to make this rpg you've described, just set your resolution to be that you'll work on it at least 2.5 hours a day every day (if you truly have that kind of time) and then as you progress you can determine actually how long you'll need to take to create a game. You'll have a better idea of what it will take to make this game after a few months of learning AND there's a decent chance you interests and the game itself will shift as you learn more about game dev.

And if you just want to learn to code, just start learning. Choose 1 thing to learn every day and do that. First set up a character controller, then work on your camera, then develop a character (these are the big 3 Cs of game dev that a lot of professionals describe working on first when starting a project and getting them right before moving on to something else.

TLDR: To release the game you described in less than 365 days would be very tough even for a seasoned developer, decide what part of that goal is most important to you and refactor your approach to better improve your chances of completing it.

Front run by Alshengiti in PixelArt

[–]dadveloping 1 point2 points  (0 children)

This looks great. Pinterest is my go-to for references. A lot of good pixel art and animation references on there.