Black & White
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torin


Anyone have any tips, examples, screenshots, etc. for creating good black+white tilebased game graphics? Especially on matters like making characters that stand out against different backgounds?

Also, how do you stay motivated when you're working on a game? I find I work for ten or fifteen minutes then get discouraged, especially if I decide I don't like what I've done (which happens a fair bit; I'm picky)

Thank you!
-- torin

Posted on 2004-08-14 19:27:52

Gayo

For black and white, contrast is everything. Try to have high contrast between entities and floors, and between floors and walls.

As for being motivated, just remind yourself constantly what a miserable failure of a human being you are if you can't concentrate for even a short time on a private project. Alternatively, get someone else to remind you (the "zeromus method").

Posted on 2004-08-14 22:56:47

torin


I guess I'm looking for examples more than anything. I know that contrast is key, I'm just not sure of specific techniques to create it.

So, are there any nice-looking black+white games that anyone can point me towards?

And thank you very much for the inspirational motivational advice, Gayo. You should put that on a poster. :p

-- torin

Posted on 2004-08-15 02:22:28

Kildorf

When you say black and white, do you mean true on/off colour, or do you mean greyscale? ^_^ I know I wouldn't want to even try making backgrounds and sprites with just black and white, 1-bit style.


However, if you mean greyscale (like I assume you do) then I suggest you take a look at old Gameboy games, particularly:

  • Final Fantasy Adventure
  • The Legend of Zelda: Link's Awakening

    Both of those are quite good-looking games (especially Zelda) which use only four colours: white, light grey, dark grey, and black. I'm sure a look through MobyGames' Gameboy section will get you a look at good and bad examples of greyscale games (screenshots link is in the left-menu once you click into the game).


    As for suggestions, I think a basic idea with greyscale graphics is to keep the backgrounds quite simple, and lay the detail on the characters. This way, the eye is naturally drawn first to the characters, and they will tend to stand out from the background. Having played a fair number of gameboy games back when a gameboy emulator used up most of my computer's resources to run, I can tell you that the easiest way to make your game ugly and unplayable is to have backgrounds that confuse you as to what your character is.

    I don't know if you'll be aiming for a 2-bit (four colour) greyscale like on the gameboy, but it's always good to be able to work with as few colours as possible, and then consider any extra colours a treat. :) Good luck! I am interested in seeing what you're cooking up over there.
  • Posted on 2004-08-15 13:04:28

    Gayo

    Game boy screenshots are helpful, yeah, but...four colours.

    Posted on 2004-08-16 13:53:17

    mcgrue

    As a side note, I generally stick to 4 shades of any given tone I'm using in a sprite. highlight, high-base, low-base, and shadow. I used to do this in tiles too, but I've since just developed a weird automatic shading technique in ME2.

    Posted on 2004-08-17 15:30:31


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