- Joined
- Oct 4, 2013
- Messages
- 8
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- English
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Hello, folks.
First and foremost, allow me to introduce myself so you'll more likely understand by process of thinking. I have an extensive background in 3d modeling utilizing Maya and ZBrush and have experience with countless game engines. I am use to a highly detail oriented art direction, so I wanted a challenge by diving into the world of 2D graphics with an engine I'm not completely familiar with directly out of the shoot.
I have already spent several days searching the depths of the internet looking for the answers to my questions, but there's a few that I haven't been able to figured out yet. Thus, the reason I'm here asking! =)
Most games created using RPG Maker, both hobbyist and commercial, utilize traditional pixel art style graphics without much "high resolution" art fused within it. It's like playing my favorite SNES games and I absolutely love it. However, my game idea is a mix between traditional SNES style graphics and more detailed 3-D style graphics, but without it looking as if it was just a screen grab of a model and oddly placed within the world. I suppose the best example I could provide would be Fallout I and II style graphics, which were originally 3d models scanned into 2d sprite sheets. (EDIT: Baldur's Gate also used this art style.)
I'm definitely using parallax mapping techniques, but I'm failing to understand why more developers here don't pursue a more fallout-style art direction (without the isometric view and this may be a bad example). Is it because it's more difficult/likely to fail or the community frowns upon more of that style of art/graphics? I likely wouldn't create all my assets 3d then render as 2d, as it would increase the development pipeline further. Instead, I would utilize a hand painted / painterly style of art, based on crisp edges and well blended palettes.
Here's an example of what I have in mind for part of my parallax background, built on a pixel grid of 32.
The image is built using three different layers within photoshop. First, I created a seamless grass texture and repeated it until I filled up my entire image size of 512x512. (Inside GameMaker, it would be 16x16.. right?). Next, I created two more seamless textures, dirt and rocks. Using a custom brush and mask, I created a path that my custom sprite would be able to travel down.
With that in mind, will my understanding of how GameMaker parallax mapping work? How does the sample look? Will it be pixelated in the game engine? or will it remain the same quality, or become pixelated?
I appreciate your time reading and look forward to hearing the responses. If this post is in the wrong forum subsection, please feel free to move it.
Thanks!
First and foremost, allow me to introduce myself so you'll more likely understand by process of thinking. I have an extensive background in 3d modeling utilizing Maya and ZBrush and have experience with countless game engines. I am use to a highly detail oriented art direction, so I wanted a challenge by diving into the world of 2D graphics with an engine I'm not completely familiar with directly out of the shoot.
I have already spent several days searching the depths of the internet looking for the answers to my questions, but there's a few that I haven't been able to figured out yet. Thus, the reason I'm here asking! =)
Most games created using RPG Maker, both hobbyist and commercial, utilize traditional pixel art style graphics without much "high resolution" art fused within it. It's like playing my favorite SNES games and I absolutely love it. However, my game idea is a mix between traditional SNES style graphics and more detailed 3-D style graphics, but without it looking as if it was just a screen grab of a model and oddly placed within the world. I suppose the best example I could provide would be Fallout I and II style graphics, which were originally 3d models scanned into 2d sprite sheets. (EDIT: Baldur's Gate also used this art style.)
I'm definitely using parallax mapping techniques, but I'm failing to understand why more developers here don't pursue a more fallout-style art direction (without the isometric view and this may be a bad example). Is it because it's more difficult/likely to fail or the community frowns upon more of that style of art/graphics? I likely wouldn't create all my assets 3d then render as 2d, as it would increase the development pipeline further. Instead, I would utilize a hand painted / painterly style of art, based on crisp edges and well blended palettes.
Here's an example of what I have in mind for part of my parallax background, built on a pixel grid of 32.
The image is built using three different layers within photoshop. First, I created a seamless grass texture and repeated it until I filled up my entire image size of 512x512. (Inside GameMaker, it would be 16x16.. right?). Next, I created two more seamless textures, dirt and rocks. Using a custom brush and mask, I created a path that my custom sprite would be able to travel down.
With that in mind, will my understanding of how GameMaker parallax mapping work? How does the sample look? Will it be pixelated in the game engine? or will it remain the same quality, or become pixelated?
I appreciate your time reading and look forward to hearing the responses. If this post is in the wrong forum subsection, please feel free to move it.
Thanks!
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