Hand-Drawn Games?

Discuss game development design and post your game ideas

Post » Tue Mar 01, 2016 4:21 am

@nemezes
A tag like "no pixel art used" does seem like something that could almost be seen as a draw in the market right now.
Not saying that I have any issues with pixel art in games. It's something I grew up with, so I can definitely appreciate it for its classical feel.
But there is a very very high volume of these types of games being made now too. It would be a breath of fresh air to see some more variety in our games' aesthetics. I mean I love the look of my pre-rendered graphics I use in my current project, but if all games were being developed like that it wouldn't really be all that special anymore. We should try stepping out of our comfort zones, whether it's pixel art or 3D graphics, and make something different from time to time. That's the only way we'll get better in our art as devs.
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Post » Tue Mar 01, 2016 6:03 pm

Does cloning a drawing with Photoshop count?

I know Aquaria has a lot of hand drawn images.
Another new one is Guns, Gore and Canoll. Game looks beautiful, has excellent sound effects and music. Gameplay is ok but nothing too special.
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Post » Tue Mar 01, 2016 9:19 pm

I'm sure the answer to that will vary from person to person. In my opinion, if you draw it by hand yourself then it counts.
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Post » Thu Mar 03, 2016 12:42 am

LDC Studios wrote:That's very interesting! So basically by using Spriter, C2 will save overall space by loading movement data from the Spriter files instead of image data?


yes.
You can do the animations with template images so they can be set to a certain postions you have in your hand drawn image. This allows for "true" hand drawn style you mentioned. Spriter is really just a tool, you can do a lot or a little when it comes to complexity. You can reproduce any animation sequence in spriter, the advantage is the memory that you save. The less complicated the spriter anim, the less demanding it is on the CPU. But they can look identical, as long as you cover all the angle changes in the animation when breaking it into parts.

Also, in my experience, Spriter seems to be more fluid or smooth compared to animation frames.
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Post » Thu Mar 03, 2016 6:56 am

LDC Studios wrote:I'm sure the answer to that will vary from person to person. In my opinion, if you draw it by hand yourself then it counts.

Because that's what I do with all of my Inkscape art. Being amateur at Inkscape, I can't really capture that "drawing" look though. The lines are way too smooth in Inkscape. I haven't tried other photoshops because can't afford them
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Post » Thu Mar 03, 2016 11:52 am

The method i'm using right now isn't the most graceful, but it seems to be working out so far. I'm drawing my characters on paper, outlining them in black ink and then taking a picture of it with my phone. From there i import the image into my computer, open Gimp and pull up the image. I use the color select tool to select the black ink and then delete the surrounding area that was the paper. Then i have a hand drawn image to color and shade as i need! It's an odd way of doing things probably, but when you lack good tech you gotta improvise! You don't even wanna know all the crazy crap i go through for my pre rendered games.

@MelVin
I am quickly noticing how much more fluid Spriter's animations are than traditional frame animation. That deformation tool is really something too!
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Post » Thu Mar 03, 2016 1:57 pm

I made Super Ubie Island REMIX which is all hand drawn and inked traditionally but scanned in to be colored in photoshop

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And I'm currently working on Team Notion which is also hand drawn and colored in photoshop

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Post » Thu Mar 03, 2016 7:12 pm

I was actually planning on making my next game in pixel art because the file size can be kept small and animations are a little easier to make. However I couldn't find any way to make it scale good in mobile.

So I went with hand-drawn and color in GIMP.
"If you don't build your dream, someone else will hire you to build theirs"
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Post » Fri Mar 04, 2016 5:37 am

LDC Studios wrote:The method i'm using right now isn't the most graceful, but it seems to be working out so far. I'm drawing my characters on paper, outlining them in black ink and then taking a picture of it with my phone. From there i import the image into my computer, open Gimp and pull up the image. I use the color select tool to select the black ink and then delete the surrounding area that was the paper. Then i have a hand drawn image to color and shade as i need! It's an odd way of doing things probably, but when you lack good tech you gotta improvise! You don't even wanna know all the crazy crap i go through for my pre rendered games.

@MelVin
I am quickly noticing how much more fluid Spriter's animations are than traditional frame animation. That deformation tool is really something too!


Whatever works! I agree. You can not let things stop you. I made most of Adventures Of DaKoo with a mousepen tablet from genius that my dog had chewed, held together with duck tape lol. Never went to art school or even an art class after the 7th grade, I learned to draw on packing & printer paper etc. I always thought If you have passion and are will to make it work you can get a lot done. The phone is an awesome idea. As long as the phone is parallel the pics should be just as good as a scanner if all your looking for is the line art! Great thinking I will probably use it too;)

BTW, I didn't even know the deformation tool had been added, I will have to check it out asap. My Anims are nearly all transfers from still frame Anims.
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Post » Sat Mar 05, 2016 12:53 am

@NotionGames
That right there! I would love to see more games with that visual style making it big in places like Steam! It's pretty, it's smooth, there's just nothing that isn't appealing about it. I hope it's something that catches on more.
@MelVin
Yes, being determined enough can get you through most set backs. My previous desktop computer had a large jar of Ragu holding the CPU cooling fan down to the CPU because some things went terribly wrong when me and a friend thought we could fix my computer on our own... Won't be making that mistake again.
Also, that deformation tool is included in Spriter Pro, but it is still bugged to all hell and is not ready for proper use. The guys at Brash Monkey were saying they'll have it included out of the box when they release Spriter 2. Apparently it's gonna be a free upgrade for anyone who currently owns Spriter Pro. I really wish Spine's UI was as smooth as Spriter's because they already have all their parts working.
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