As you know, my game’s graphics are meant to look like a SNES game released in 1992 or 1993,
i would like to know if you all would think its a good idea to do a graphics overhaul to make the sprites LOOK basically compatible with Dragon Quest VI sprites.
Due to life, development has been slow, but as a developer I want to be able to make a very good game, i have been itching to make my sprites more “realistic”, but i should probably put to use my other ideas as well, rather than just my pixel art obsession.
Is it a good idea, or would a few of you lose interest if i made the character sprites more detailed?
For reference, i made an upgraded graphics sprite of Dragon Quest V’s hero, my game’s graphics would be similar to this.
Aye,
thank you.
I have a lot of dumb ideas, but i intend to make a very good game. and later i want to release very modular menu structure that i can post for free as well, its been busy lately with other life stuff, so sorry for development being really slow
i really look forward to when i release the first demo version, but i have to have a presentable product first, which means perfect battle system, menus and Japanese font are also required,
i just finshed the male character base, i feel like i could improve on some stuff, but the hairstyle, shirt, etc will be interchangeable, this is just the defaults i have done so far:
I would argue that if you want to do SNES style graphics you have to have a pixel art obsession! Unless you want to go down the pre-rendered DKC route of course.
My advice would be to move on to the next thing. Your artwork looks fabulous already, but you cannot ‘perfect’ it until all your game mechanics are in place. Also remember that sometimes 90% is good enough.
The only caveat I would add is that since I take it this is a hobby type of thing for you, then enjoying it is a big part of the reason to do it, so if you like fiddling with animations and sprites, then do it. It is not a race. But get the basic mechanics working so it is playable first, then go back to fiddling with the sprites to your hearts content. It is not a race, take your time, any progress in any direction is still progress.
Hey, nice project you’re working on. I LOVE the SNES (too much….. )
Anyways, I write console accurate SNES chiptunes (no soundfonts, frick you Toby Fox) that runs on real hardware and I’d like to provide a free song or two for your project.
With these questions I like to make a poll cause normally when you see what most people say you know what you actually want to do. It’s a bit like asking someone if you should do something and then when they say what you just pick the other cause you realised what you really wanted to do.
Ay, i see. . . ig i will create another topic then because of issues with my resources, since i should move on to the next thing,
but up to now my pixel art was clumsily scattered in numerous folders in a way that i loathed to mess with, so since everyone seems to like my art, i should probably improve it.
I think i understand what you mean, pardon if i dont understand
Ay, I listened and i really like it—thank you very much for your offer also, currently i am trying to do my audio myself mostly due to me pulling a more SNES authentic “Stardew” approach (your audio is a lot better than mine, just pointing that out), i have a question also, so your BRR you used, did you sample instruments you own, find free ones and sample them to BRR, or did you use something else? (and i could go on for hours about this, for i too am maybe too obsessed with SNES)
*apologies, i am asking because my BRR kinda suck so far, i would love to collaborate in future, i intend to make many more SNES authentic games in future, by then i think i could make a game that would be good enough to have your soundtracks
Thanks! I use the C700 VST (C700 VST :: Battle of the Bits Lyceum ) to compose my SNES music. It auto converts WAV files to BRR and accepts BRRs as well. It records midi data from my DAW and then outputs a SNES rom containing the song (there’s also an option for SPC, but it’s very limiting).
The drum samples I recorded myself. The bass sample is also original and was created by writing a patch for an FM synth and then processing it a bit. The rest of the samples come from a variety of games and SNES songs other people made that I either ripped from soundtracks myself or downloaded from here: (Repository of SNES Sample Rips - SNES Chiptune Guide )
C700 is a very flexible tool, letting me use almost the entire 64kb of memory the soundchip has for samples and echo data without having to decrease the length of my song. It also lets me “liveplay” the SNES using midi controllers, which I love.
Niceee! I use C700 as well!!! I like to use the sound generator in audacity and the “khaos” button to create sounds -which i edit and whatnot-, then i (for some reason) use SNEStracker to compose my songs. I just finally made my artwork as i wanted, screenshot :
The art is a cool style. But give everything a shadow. Make it cast a shadow that will give it a bit of depth. Otherwise it feels super flat. And I know those style games were flat feeling but I think shadows would do this style a great service.
Ahh, thank you, i shall do just that, very good advice;
sadly my player sprites got completely wiped due to (stupid, dumb, annoying, words cannot describe my annoyance) blockbench; so i recovered 2 files somehow and now have to redo the others from scratch;
i become better pixel artist daily.
I seriously need to stop messing with my graphics for a while though . . .