Platform graphics design

Discuss game development design and post your game ideas

Post » Mon Sep 05, 2016 4:58 pm

Hi all,

I've been curious lately about the best way to achieve more detailed 2d platform graphics. I understand various different ways to approach designing graphics such as tilemaps, objects with different graphics on each frame etc, but for example take a game like Electronic Super Joy, lots of platforms within the game have jagged edges and bits hanging off.
I know that's not perfectly explained, essentially I am talking about how you would achieve terrains like the image below vs something that is visually made up of very obvious square tiles, is it just lots of different tiles? Large single objects? Still images as the level background etc? I'm not sure what the best method is?

Image

If anyone has any thoughts on the subject I'd love to hear them :)

Ben
B
21
S
6
Posts: 17
Reputation: 1,372

Post » Mon Sep 05, 2016 5:23 pm

For the trees it's basically 2 objects, just resized, and at different angles.
The terrain is most probably a tilemap. I would guess the number of tiles to be around 16.
No idea on the background. It could be one big image, or a composite.
You have to be careful when working with pixelart as it does not take to being rotated, and resized.
Which explains the choice in graphics here fairly well.
Image ImageImage
B
169
S
50
G
174
Posts: 8,330
Reputation: 110,804

Post » Tue Sep 06, 2016 9:57 am

shite that electronicsuperwhatever looks a bit too much like me game X(

So what you talking about, the starshaped treeleaves or the bw stuff? both of them are easily achieved with c2...
B
23
S
11
G
6
Posts: 181
Reputation: 5,003


Return to Game Development, Design & Ideas

Who is online

Users browsing this forum: No registered users and 0 guests