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What kind of graphics do you like?

View Poll Results: What kind of graphics would you like?
Pixel 23 38.98%
Cartoony 22 37.29%
Others (Post in thread) 14 23.73%
Voters: 59. You may not vote on this poll
03-07-2010, 09:00 AM
#1
Joined: Mar 2009
Location: Singapore
Posts: 1,770
Send a message via AIM to kohjingyu
What kind of graphics do you like?

I want to find out what kind of graphics you guys would like. I've been criticized a lot for graphics in Cheese Collect, so I want to find out what kind you guys would like to see in a game.

Also, you can state if you like particle emitters, etc.

Thanks!
03-07-2010, 10:52 AM
#2
Joined: Mar 2010
Posts: 7
Quote:
Originally Posted by kohjingyu View Post
I want to find out what kind of graphics you guys would like. I've been criticized a lot for graphics in Cheese Collect, so I want to find out what kind you guys would like to see in a game.

Also, you can state if you like particle emitters, etc.

Thanks!
i don't like pixel graphics, cartoon is better choice

03-07-2010, 10:59 AM
#3
Joined: Jan 2010
Location: NJ
Posts: 1,706
Send a message via Skype™ to Healy
Pixel graphics for nostalgia,
Good graphics for awesome,
Artistic Graphics for WHOA,
And cartoon graphics for alright.

spriter
03-08-2010, 06:14 AM
#4
Joined: Mar 2009
Location: Singapore
Posts: 1,770
Send a message via AIM to kohjingyu
Great replies guys. Also, do you guys like particle emitters?
03-08-2010, 06:28 AM
#5
Joined: Sep 2009
Posts: 5,678
Particle effects are probably one of my favorites, that's one of the reasons I enjoy geoSpark, Bear Paw, etc so much
03-08-2010, 06:32 AM
#6
if you ask 100 people you may get 100 different opinions, because you're asking about personal aesthetic preferences -> "beauty lies in the eye of the beholder."

graphic design usually supports the story/style/tonality etc. of a product (eg. game, movie, ...) and is not a stand-alone thing. so the question is "what kind of style for what kind of game?"

to answer your question: particle effects, like all other elements of a game, have to fulfill a purpose (even if the purpose is to add a certain style to your game).

My advise would be to keep up the work - your style is unique. Always feel free to try new things, but not to please others.

btw. in the german store the 1star comments about your game concern the gameplay, not the graphics.

"Never argue with an idiot. He pulls you down to his level and then beats you with experience."
03-08-2010, 07:20 AM
#7
Joined: Mar 2009
Location: Singapore
Posts: 1,770
Send a message via AIM to kohjingyu
Quote:
Originally Posted by timp View Post
if you ask 100 people you may get 100 different opinions, because you're asking about personal aesthetic preferences -> "beauty lies in the eye of the beholder."

graphic design usually supports the story/style/tonality etc. of a product (eg. game, movie, ...) and is not a stand-alone thing. so the question is "what kind of style for what kind of game?"

to answer your question: particle effects, like all other elements of a game, have to fulfill a purpose (even if the purpose is to add a certain style to your game).

My advise would be to keep up the work - your style is unique. Always feel free to try new things, but not to please others.

btw. in the german store the 1star comments about your game concern the gameplay, not the graphics.
Thanks

I realise the reviews - but there have been quite a few bashes about my art as well..I'm in the midst of creating a new game - I'm sure you'll all love it! (I've said too much.)
03-08-2010, 08:34 AM
#8
Joined: Jul 2009
Location: At that place... with those... people...
Posts: 1,195
Pixel, Cell Shaded, Vector, and neon/particle FX graphics are my faves.

OMG. Double Rainbow!
User ID: Gryphon23 Agon: Gman23
"Birthday Cake, is just Birthday Cake without a little gravy..." Gravy makes EVERYTHING better.
03-08-2010, 09:15 AM
#9
Joined: Aug 2009
Posts: 618
I don't think that the art style is the problem with your game's graphics. The real issue is a lack of shading. Flat shading lacks three dimensional cues, which makes it inappropriate for any complex scene. With proper color usage it can work for low-complexity scenes (e.g. classic cartoons) as long as the contrast is good between the foreground and background. (Contrast is a cheap way of faking visual cues.) Usually this means that objects in the foreground are brighter while objects in the background are dimmer. You have the opposite, so it ends up unappealing to the eye.

Throw just a smidgen of shading on those graphics and they'll really pop and cry "professional!"

(Edit: You might also wish to look into your gameplay. A number of the reviewers seem to believe it is inadequate. Such comments suggest a core flaw in what you're doing. Make sure it's well play-tested and obtains honest feedback from beta-testers.)

Last edited by thewiirocks; 03-08-2010 at 09:17 AM.
03-08-2010, 09:44 AM
#10
Joined: Aug 2009
Location: Argentina
Posts: 264
Quote:
Originally Posted by timp View Post
graphic design usually supports the story/style/tonality etc. of a product (eg. game, movie, ...) and is not a stand-alone thing. so the question is "what kind of style for what kind of game?"
I totally agree with this comment. Each game calls for different art direction. Asking a question like this is generalizing something that's almost impossible to generalize. If you use the wrong graphics style for a game, you can totally ruin it. Graphics and gameplay should go hand in hand (especially for a market like the App Store).

Quote:
Originally Posted by thewiirocks View Post
I don't think that the art style is the problem with your game's graphics. The real issue is a lack of shading. Flat shading lacks three dimensional cues, which makes it inappropriate for any complex scene. With proper color usage it can work for low-complexity scenes (e.g. classic cartoons) as long as the contrast is good between the foreground and background. (Contrast is a cheap way of faking visual cues.) Usually this means that objects in the foreground are brighter while objects in the background are dimmer. You have the opposite, so it ends up unappealing to the eye.

Throw just a smidgen of shading on those graphics and they'll really pop and cry "professional!"

(Edit: You might also wish to look into your gameplay. A number of the reviewers seem to believe it is inadequate. Such comments suggest a core flaw in what you're doing. Make sure it's well play-tested and obtains honest feedback from beta-testers.)
That's very good advice there. I won't comment on your game's gameplay as I haven't tried it, but judging from your screenshots, I think the problem is that they look overcrowded because there's not a clear separation between foreground, background and GUI elements. You just used the same visual style for the three.

Try this, for example:
  • Add a white outline (outside of your black outline) for your interface elements, to make them pop out of the scene
  • Change your background so that it doesn't use black lines. Replace black with a slightly darker tone to that of the object (a darker brown for the brown tree, a gray or light blue for the white socks and sheets of paper, etc.)
  • Also, try to make your backgrounds cooler the further away they are. Warm colors tend to pop forward, and cool colors tend to go back.
That's just an option I can think of. I don't really know how that would go, you should try it and see if you like it.

There are other things to consider too (like, for example, avoiding using Cocos2D default font ), but putting some work in the graphics temselves would go a long way.

In general, if you're not an artist and are doing your own graphics for your game, I recommend looking for tutorials and courses online, there are lots of helpful videos (free and paid) that will help you a lot.

Hope that was helpful

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