Author Topic: Ocean's Heart  (Read 25925 times)

ditokp

  • Newbie
  • *
  • Posts: 5
    • View Profile
Re: Ocean's Heart
« Reply #75 on: January 30, 2019, 05:08:22 pm »
Hello, thank you for fixing the bug. I have question about the game. How to go to kingsdown isle? the path to go there is blocked with rock statue. Because of this, I can't continue solving quest about finding a keyhole.

Max

  • Full Member
  • ***
  • Posts: 232
    • View Profile
Re: Ocean's Heart
« Reply #76 on: January 31, 2019, 06:56:19 am »
There is a quest elsewhere that will tell you where the keyhole is. If you've finished it, it will tell you where the keyhole is to make that statue go away. Message me for more details if you want.

I'm also only 90% sure the next area was even done last time I put any demo out, hahah.

Dianthus

  • Newbie
  • *
  • Posts: 9
    • View Profile
Re: Ocean's Heart
« Reply #77 on: March 27, 2020, 04:42:43 pm »
Max, I just love your work. I am currently trying to make my own tileset for my own game. I have been drawing for a few weeks now for experimentation. I mostly look at similar assets from zelda a link to the past, pokemon fire red, minish cap, links awakening and your work for ideas. Here is a few i have drawn in paint.net. I dont really find any of them really use-able.



I am struggling coming out with my own unique charistics for my tilesets. How did you come out with your own art style?  :)

Max

  • Full Member
  • ***
  • Posts: 232
    • View Profile
Re: Ocean's Heart
« Reply #78 on: March 28, 2020, 05:55:53 am »
Thanks! You're off to a great start. I don't really know that I have my own style, I learned how to do pixel art by making small changes to art from Zelda games. For Ocean's Heart I wanted sort of a mix between Oracle of Seasons and Minish Cap because I think those games have good art that lends itself well to good world design, and just, that's what happened. I wanted to do a bold, cartoony style because I think it's easier to read than how a lot of modern games have outline-less pixel art with more abstract shapes.

So I guess basically, I decided what was most important for the game I'm making, then made art decisions to support that.


One tip for your art here, some of your midtones actually look brighter than the highlights, because they're more saturated. There's a word for this, I can't remember, value? Luminosity? Anyway, the bed for instance, the wrinkles are lighter in value, but less saturated, and it looks a bit odd.