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    Perihelion
  Sun Sep 27, 2009 7:56 pm
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Disclaimer: I have some strong opinions about this subject, and I'm not pulling punches in the following post. That said, these are opinions, and if you disagree with any of my points, I absolutely encourage you to bring it up so we can get a balanced discussion of the subject. It should also be noted that there are exceptions to any rule, but at the same time, unless you're a really swanky professional graphic designer or something, you probably aren't the exception.



There are a few things you should keep in mind when making your title screen. It's the first thing someone sees about your game, so it's really important that you make a good first impression.

I can't stress this enough: "making a good first impression" does not involve busting out all of your fanciest Photoshop filters. You want it to look professional, and that involves adhering to some basic design principles. As long as it does that, it's totally fine if it's incredibly simple.



Okay, So Where Do I Start?

There's more than one way to skin a cat, but traditionally, most title screens more or less use the following format:

Image

Now, this would obviously look better if I hadn't knocked it up in Paint in about 30 seconds, but you get the idea of the layout. Most SNES games follow this template, but more recent games sometimes vary a bit more. While you can do other things, sticking with this gives you the advantage of instant recognition that this is a video game title screen and not something else. In any case, there are three things a title screen should have: the title (duh), the new game/continue bit (unless you're handling that differently; for example, FF6 skips straight to the load screen with a new game option at the top), and you should probably include developer information as well.



Do's and Don't's

Some of these are open to interpretation, but I think this is a fair set of general guidelines.


Do not do the following:

  • Don't use Photoshop filters. Please don't. Really. They scream amateur, and 99% of people cannot use them well.
  • Don't put Japanese characters in your title if your game is not Japanese. Oh god please please don't do this. If you're on this site, your game is NOT JAPANESE (probably), and random Japanese text does not make you cool. I promise. It's like naming all of your characters Seiyu Hatsugura in your game set in present-day America or Standard Fantasyland or something, and it makes you look like a huge weeaboo.
  • Don't use a common, ugly font, for example, Comic Sans or Lucida Handwriting or Papyrus. I'd also shy away from things people see all the time like Times New Roman or Arial, but at least those are unobtrusive and not actively obnoxious.
  • Conversely, don't use an overly flamboyant font, as they tend to be silly and difficult to read. They also tend to be overused. You want a font that's interesting and distinctive but understated.
  • Don't scatter design elements everywhere. Even if you don't center everything, it should follow some kind of order. Putting things in all the corners or something is just going to look bad. Think about alignment and your use of space and all of that.
  • Don't use photographs or 3D scenes. A title screen that has zero stylistic relation to your game makes you look like an amateur. Photos always look horrible, and imo 3D renders are also really weird for 2D games. That said, art is fine, assuming it's good. If you're going for a retro atmosphere, a pixeled title screen is recommended.
  • Don't put character art in the title screen. The art you draw is for your thread, not for your title screen, even if it's really good. Note that large character art is very rare in the title screens of professional games, although there may be small sprites. The audience will meet your darling main character soon enough, so pick something that represents your game on a more abstract level.


Do do the following:

  • Remember that the point of the title screen is the TITLE. Even if you have fancy art or something in the background, the title should be very prominent, and it should be bigger and more attention-grabbing than the rest of the text.
  • Make the title screen relate to the game. Any art or symbols or logos or anything should be contextually appropriate. Even if your title screen is very plain, it should at least not show you something the game ISN'T about. If your game is about politics or something, don't put a naked girl in the title. Really.
  • Spend some time with the title of the game itself. Font is actually really important, but a lot of people overlook it for some reason. As I said above, it doesn't have to be super-fancy and in fact is probably better if it isn't, but it should look good with the rest of the title screen and fit thematically. If your game is science fiction, don't use medieval script. If your game is dark and serious, don't use a whimsical font. Also, generally speaking, just the game name by itself is a little bland unless you have a really good handle on how to make things look arresting with just fonts. (FF6's title screen is an example of a game with pretty much pure font that looks good.) I am NOT encouraging you to put some kind of fancy Photoshop-generated texture on the font, but think about things like how the text aligns with other elements, for example a subtitle, including underlining, etc. Some kind of small, understated logo integrated with the game name can look good, but please make it tasteful.
  • Make your title screen distinctive somehow. You're not necessarily going for something that's mindbogglingly unique here, but it's nice to have some distinguishing elements. You can achieve this by doing interesting things with the font and the title itself (color, pixeling texture, etc.), and you can also add small things for visual interest. However, these things should be representative of your game. Character sprites and bits of map are fine; photographs or 3D models or whatever, again, are not. See the screens below for an idea of what works as far as flavor goes.
  • If you don't have a black background, consider framing. There's probably a better word for this, but I don't know it offhand. Anyway, there are a few screens in the examples that do this--put two black bars on the top and bottom--and it usually looks good. It grounds and organizes whatever fancy thing takes up the bulk of the screen.
  • Err on the side of minimalism. Less is generally more.
  • If you can't do art, attractive minimalism is much better than failing at something ambitious. Be honest with yourself on this one. While this also applies to design, I encourage you not to use things you drew yourself in the title screen unless you've drawn the game's graphics in the same style or you can draw really, really well.



Professional Game Title Screens

These tend to be more elaborate than you're likely to be able to produce (or need, honestly), but you should be thinking along these lines. Before you fire up Photoshop and make your super original Final Fantasy ripoff logo, look at real title screens. I've provided a few for you. Note that I just googled whatever games came to mind, so they're not filtered for content or quality or style or anything. It should be a fairly random sampling of what you're up against.

For some reason most of the screenshots on Google don't have the new game/continue things visible, but whatever, you get the idea.

Mostly SNES title screens

Mostly GBA title screens




Good Indie Game Title Screens

You're probably not going to be able to make something as fancy as the above ones, so take a look at what some of your fellow indie game makers are doing. I'd really like more variety here, so any suggestions for additions are welcome.

It should be noted that none of these are flashy. I call them good, but not because they're extraordinarily attractive--I call them good because they work. They get the job done while having good design and conveying a sense of what the game is like.

Image
Cave Story has been a ridiculously successful indie game, and yet the title screen is that minimalistic. It fits with the style of the game, and it gets the point across. I particularly wanna direct your attention to the title itself. There isn't a fancy logo, but see what he did with the line and making the subtitle fit under it. It's not quite perfect, but this is a good example of making the text of the game title interesting without doing heavy modification to the font or adding other things. Text by itself can be very powerful if you use it well.

Image
My favorite RM game. Again, just the title and a small logo. Observe the fact that everything here is pixeled.

Image
This is from 5 Days a Stranger, a point-'n'-click game. It's a good counterpoint to the above two because it's less traditionally SNES-looking, and it breaks a lot of the rules I outlined earlier, such as placement of the title (could be improved) and having a background. It may be ugly, but the game itself is ugly, and it fits in perfectly with everything else. Then the scene itself tells you exactly what the game is about--that house you see there. It also does this neat thing where it segues directly from the title screen to the intro, as I recall. So you wouldn't mistake it for a professional game, but the guy who made it worked with what he had, and the design itself is more or less chosen well.

I seem to remember Quintessence having an interesting title screen; Reives used an actual animated game map, which is both neato and actually representative of the game itself. That said, I seem to recall poor font choice and homemade character art and some transparent things (imo transparency is really ugly in RM games), so it's not a perfect example.



Bad Indie Game Title Screens

Most of these are from VAA threads that are years old, so hopefully I won't be hurting anyone's feelings by talking about them.

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Help, I Don't Know How to Fix My Title Screen
If you want, you can post your title screens here, and I'll critique them. Screenshots of the game itself would also be nice so I have a feel for context. I can be blunt (let me know if the subject's a little sensitive), but I'm not needlessly negative. Other people are also welcome to critique posted title screens.

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    Amy
  Sun Sep 27, 2009 8:04 pm
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This isn't in use, rather old, but I was wondering if someone could crit it. Is it a bad one or a good one?

Image

In-play it was an image title screen with:

<< NEW GAME >>

Changing when you scrolled left/right.

And 2x scaled to 640x480 (to suit the game).


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    Perihelion
  Sun Sep 27, 2009 8:13 pm
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Wyatt, grrl, that title screen is pretty ugly. Photos are a no-no because they have no actual relation to your game, I don't like the gradient on the text, and the color choice is strange. You made the subtitle red but the main title the same color as the background, so consequently you read the subtitle and not the main title when you look at it. The red is also kind of loud and random compared to everything else.

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    Feldschlacht IV
  Mon Sep 28, 2009 3:06 am
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This is something I've always had a bit of trouble on. However, I think I may have landed on something decent. Is this one alright?

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    Perihelion
  Mon Sep 28, 2009 4:04 am
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Too much glow, and the text is hard to read. I also cannot help but feel that the watch, as pretty as it is, has no relation whatsoever to the way your game actually looks.

Imo this is overcomplicated. The watch itself looks nice, but it's probably not really appropriate.

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    Feldschlacht IV
  Mon Sep 28, 2009 6:23 am
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The game IS called Chronology of the Last Era, man. Don't get me wrong, I appreciate the crit (that I asked for, of course, so you're not at any fault), but...

I dunno, I have to respectfully disagree. I've gotten a lot of compliments on this title screen, however I wasn't tooting my own horn, I WAS looking for crits, and you gave it. Thank you.

(credit for the title screen goes to kentona of RMN)

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    mawk
  Mon Sep 28, 2009 6:43 am
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I'm gonna agree with her about the glow and the text. the strange circles drawn around select words sort of interrupt the flow; it'd be stylish to have the circle in CHRONOLOGY, but circling LAST and ERA seems like it's overdoing it just a smidge.

it seems strange that there's such a large size differential, given that the title is fully "THE CHRONOLOGY OF THE LAST ERA" with no pauses or subtitles. that size differential is probably what's most jarring, really.

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    Perihelion
  Mon Sep 28, 2009 8:31 am
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Feld, I meant it was graphically inconsistent, not thematically inconsistent. But every RM game ever does that with title screens, and I'm probably the only person who really cares. I mean, the clock doesn't look bad in and of itself; I'm just unconvinced it accurately represents your game's graphics. You are, of course, free to disagree that that's an important factor. The more glaring issue is the text, at any rate.

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    Ynlraey
  Mon Sep 28, 2009 11:06 am
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Hmmm I am curious about this topic, will it be ok if you evaluate mine? :3

Image

The clouds move and the buttons glow and you use a mouse to select, if that will help :D

And for this one:

Image

The New Story is currently the option so that's why it's like that, if you move the new story will turn into some glow thing and stuff x_x


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    candle
  Mon Sep 28, 2009 2:18 pm
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That D doesnt really fit the rest of the font.

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    Ynlraey
  Mon Sep 28, 2009 2:57 pm
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considering it's the same font all around that is pretty scary '3'


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    mawk
  Mon Sep 28, 2009 3:18 pm
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both are pretty good, from what I can see. there are like a million different things going on with the first one's title, but it doesn't look too cluttered, and in both it's clean-looking and clear where the focus is supposed to be.

I've seen the font with the dotted letter O (game options in your first one, all text in your second) in a million different RM games before this one, though, so it really loses a lot of its graphical appeal simply because it's so prevalent. in most cases, a simple font can be as effective as a showy one (and it doesn't run the risk of someone going "oh I saw this on dafont to other day,) and if that isn't true in this particular case, then I'm sure there are other fonts that haven't been used quite s much.

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    Lune de la Cruor
  Mon Sep 28, 2009 4:29 pm
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I can agree with the "Don'ts", they really make sense and also the point that the "title" is what's important to look at first, however I really don't like those pixel title screens. That's just me of course. They look utterly boring, like no thought was put into making a title.

The images you listed as good indie titles, are funny to me, because when I looked at them first, I did not look at the game title but other things (the little guy with the cap or the house at the last one). At the 2nd I don't even know what the title is...that wierd symbol above the text caught my eye again, I am assuming it's not the title.
So I think that's kinda contradictory to what your points were. But maybe that's really just me.
In comparison to the bad indie game titles those are of course way better, but still not "pretty".
Well I just like fany fonts and stuff, so yea... I think there are maybe better examples for good titles. But since you want consistency, for a pixel game, a pixel title is maybe mandatory then =/

Also to Ynlraey's first screen. I wouldn't know where there are "a million different things" going on. I think it's simple, yet not boring. It's pretty and doesn't seem thoughtlessly put together.
I guess my taste is just different...

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    mawk
  Mon Sep 28, 2009 7:30 pm
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shaky font + tribal pattern + underline + hell of bubble brushes + glow can hardly be called simple.

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    kentona
  Mon Sep 28, 2009 8:10 pm
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I made the Chronology title screen in 15mins, using my patent-pending methodology (ISO 9007):

1. Google Image something related to the title!
2. Open it in Adobe and resize it!
3. Peruse Dafont for a funky font!
4. Enter title!
5. Add Glow!

And voila! Instant title screen. :D (Exclamation points are for enthusiasm)

(While it's rarely always the best approach, it works well enough, it's quick and easy, and usually eye-catching. Obsessing over a title screen seems like a huge timesink to me.)

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    mawk
  Mon Sep 28, 2009 8:13 pm
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so your response to the given criticism is that you're aware of the problem but simply don't give a shit

obsessing is a timesink, yeah, but you don't need to obsess to make something decent. a lot of bad title screens are that way because of obsession; people just feel like they gotta add more and more when simplicity is the key.

by the way, what you outlined there is the hanzo kimura method for title screens, and it's really tragic and disgusting.

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Last edited by mawk on Mon Sep 28, 2009 8:16 pm, edited 1 time in total.

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    kentona
  Mon Sep 28, 2009 8:16 pm
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Well, my point is that I really don't know what I'm doing in Adobe so as long as I get something semi-decent looking and functional I'm satisfied. I don't so much "don't give a shit" as "have realistic standards for my skill level".

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    mawk
  Mon Sep 28, 2009 8:17 pm
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considering the problem as we've outlined it isn't related to the absence of the more difficult photoshop techniques...

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    kentona
  Mon Sep 28, 2009 8:25 pm
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Well, I can't edit a font or make my own, and solid black backgrounds aren't really suitable for most RM games imho (excepting the retro 8-bit styled ones, or ones that look like they are from early-SNES days).

Other than that, the title is legible, is the focus, consistent, and distinctive. Which is pretty good for 15mins of effort.

What I am saying is that I don't have the skills to make a title screen like Ynlraey's, which are great looking and unique, but which probably required some font editing, custom spriting or at least alpha blending.

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    mawk
  Mon Sep 28, 2009 8:31 pm
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it's good "for fifteen minutes of effort" but it could stand to be so much better with a little more/little less/the exact same amount of effort. all the problems I have with that title screen involve the size and positioning of the words, and the presence of extra stuff you've apparently gone an extra few steps to throw in there.

it's a bad habit to make excuses without planning to fix anything.

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Last edited by mawk on Mon Sep 28, 2009 8:32 pm, edited 1 time in total.

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    Lune de la Cruor
  Mon Sep 28, 2009 8:32 pm
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mawk wrote:
shaky font + tribal pattern + underline + hell of bubble brushes + glow can hardly be called simple.

Well if you want to pick it apart like that...
For me the bubbles, the underlining, the tribal are kinda one unit. It doesn't distract from the text really. There could be a lot more other images, colors or symbols going on in that image, that's why I would call it simple.
I only see the title and then the options. That is 2 things, so simple for me.
It depends on your definition of "simple". I didn't notice see the glow really until you metioned it, that's how low key it is to me.

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    kentona
  Mon Sep 28, 2009 9:03 pm
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mawk wrote:
it's good "for fifteen minutes of effort" but it could stand to be so much better with a little more/little less/the exact same amount of effort. all the problems I have with that title screen involve the size and positioning of the words, and the presence of extra stuff you've apparently gone an extra few steps to throw in there.

it's a bad habit to make excuses without planning to fix anything.

Taking time to work on a mediocre title screen to make it slightly less mediocre is hardly a bad habit. I consider it a worse habit to constantly refine and tinker with your work and never allowing yourself to be satisfied and move on. Also working in the favor of mediocrity is the fact that there is a huge acceptable middle ground for title screens. Unless it is exceptionally bad (or exceptionally good), most players just gloss over the title screen. Obsessing over the look of the titlescreen is akin to obsessing over the music that plays during the titlescreen (which the player will hear all of 10 seconds of).

And I found my .psd file for Chronology.

The font is from Dafont (Creator Campotype SMCP). It has the default Inner Shadow effect, dafault colored Outer Glow at 75% opacity @ 5px, and a 1pt reddish Stroke. The image is from a search on "Clock .png" (iirc) on Google images, and other than a bit of cropping, is completely untouched.

I tried playing around with the font sizes for Chronology Of, but it ruined the effect of negative space around it. Reducing the glow tended to make the font look especially pixelated which stuck out like a sore thumb compared to the larger font and the clock dial. Moving the words The Last Era up a few pixels did look better, though, and removing the crazy circle things was more of a lateral move (didn't really improve or detract from the image in my mind). I tried different fonts on my machine, but none looked any better. I'd have to go to Dafont and search again.

Image

I'm pretty bored this afternoon, and am willing to putz around with this if anyone has specific suggestions.

EDIT:
Putzing #1:
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    Feldschlacht IV
  Tue Sep 29, 2009 12:39 am
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Quote:
it's a bad habit to make excuses without planning to fix anything.


Isn't an even worse habit to constantly revise your work over and over again to accommodate someone else's objective standards of 'excuses' and 'needing to fix it'?

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    mawk
  Tue Sep 29, 2009 12:50 am
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kentona, that's miles and miles better. the way you had the text aligned before, it broke up the flow midway without reason, but this reads nice and clean, and the focus is brought in nicely by the brightly-coloured totle. you didn't necessarily have to choose a simpler font, but this one works great.

Feldschlacht IV wrote:
Isn't an even worse habit to constantly revise your work over and over again to accommodate someone else's objective standards of 'excuses' and 'needing to fix it'?

I don't see anyone coming close to revising their work over and over on my word alone so, while true, that's entirely irrelevant.

p.p.s. it looks sort of berkish to mistake critique for a personal attack, especially when you're just a third party. no one here needs defending, and as far as I see there isn't much to get hung about, so let's all be friends.

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    Feldschlacht IV
  Tue Sep 29, 2009 12:57 am
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Location: MICHAEL CONFIDES TO PET CHIMP
Whoops, meant to say 'subjective'.

Quote:
p.s. I don't see anyone coming close to revising their work over and over on my word alone so, while true, that's entirely irrelevant.


No, I wasn't applying what I said to this situation, but still applies in general, right?

Quote:
p.p.s. it looks sort of berkish to mistake critique for a personal attack, especially when you're just a third party. no one here needs defending, and as far as I see there isn't much to get hung about, so let's all be friends.


I didn't mean to insinuate that I took the critique personally. My bad! However, I want to safeguard against the mentality that sometimes occurs when people critique things that goes something like this sometimes.

Guy 1: Hey can you tell me what you think about this painting?

Guy 2: Well, I think you should do this, this and this.

Guy 1: Hmm...I appreciate the critique, but I have to disagree! I think it's not too bad how it is.

Guy 2: SOUNDS LIKE YOU'RE JUST MAKING EXCUSES

I'm not saying it's happening here (it isn't!), but it happens though!

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    Ynlraey
  Tue Sep 29, 2009 2:14 am
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Location: Australia
mawk wrote:
shaky font + tribal pattern + underline + hell of bubble brushes + glow can hardly be called simple.


In all honesty, it's basically hard round brush and eraser tool and a line tool :P
The glow is there for it to stand out from the bg, specially when clouds are moving about


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    Perihelion
  Tue Sep 29, 2009 2:29 am
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I've been thinking about it, and I've decided that railing on RM games for using art in the title screen is silly. Ideally it should be pixeled, but most RM games have drawn elements, e.g. portraits, battlers, battle backgrounds, panoramas, animations. Photos and 3D renders and stuff are still no-nos, though. I should update the first post to that effect.

I've also decided pure black backgrounds look a lot better when everything is pixeled, so I should update the first post with that too.

@Ynlraey:

#1: I find it odd that the start/load/exit text is the same size as the title. Your logo is also weird. You have these solid circles and then a wispy glyph thing in the middle that's a lot glowier than the circles. I actually do quite like the circles. My suggestion would be to lose the wispy thing, anchor the circles on the right more strongly to the rest of the logo, and pick a stronger font. Thick, straight lines and smooth curves to match the solid presence of the circles.

The picture looks like you just scaled down the luminosity, also; you should go for more brightness/contrast adjustments and play with the curves or something to make it dark and vibrant instead of wan and gray. Also, try adding some black to the top and bottom. Might make it pop out more.

#2: Title and new game/continue/exit look too similar--I would make the latter smaller and pick a different font, honestly--and the tribal glyph thing isn't working for me. The part where the text overlaps it looks messy, and it's painfully obvious it's just a vector or something with an outer glow. It doesn't have weight or substance. Does the tribal pattern actually relate to your game, by the way? If not, I would strongly suggest doing something else, because tribal patterns are really overused. For example, a lot of people get tribal tattoos just because they think they look cool without actually understanding the meaning.

The font is really overused, btw, and I feel like the title itself needs something more. Like, you probably do want to have some kind of logo or grounding elements with it instead of just text. Text + a fancy texture on its own does not a nice title make; exercise a bit of design. By the way, I dislike fancy textures, because they're often used as substitutes for good design.

Those issues aside, both of these are pretty decent. You could make them stronger, but they don't look bad as they are.

@Lune de la Cruor: I was trying to showcase good design that doesn't rely on being flashy or arresting to achieve its purpose. Those title screens aren't breathtakingly beautiful or anything, but they're very consistent with their respective games. They get the job done, and they fit. I probably should've stressed that more by linking screenshots so you can see how it all kind of ties together, because title screens shouldn't exist in isolation of their games. Like, the point I was trying to make wasn't that those were the absolute pinnacle of what a title screen should be, although I realize it sorta came off that way in retrospect. It was like, hey, here's something that works without being really elaborate.

Quote:
At the 2nd I don't even know what the title is...that wierd symbol above the text caught my eye again, I am assuming it's not the title.

The title is Yume Nikki, and the logo thing is presumably a maze, which relates to the game. You explore a little Japanese girl's twisted nightmares, which are often quite mazelike.

There probably are better examples out there, but those were the title screens I could find, and again, I wanted to emphasize that you can make a good title screen that isn't flashy. As far as pixel games needing a pixel title goes, that is absolutely true. There's more wiggle-room with games that aren't pure pixel, though, and like I said at the beginning of this post, most RM games fall into that category.

@kentona: As I said in the first post, a title screen is the first thing someone playing your game sees, and it needs to make a good impression. That doesn't mean it needs to be flashy or take a lot of time; it just needs to look good. It's like anything else in game-making. You can take a casual, slapdash approach to it and churn something out, but you probably shouldn't if you want to impress.

I agree with mawk, although I probably would've put it a bit more gently. The big issue here is not that people lack spriting or Photoshop or font skills; the issue is that they lack design skills. They lack a discerning eye to tell what looks good and what doesn't. It's a skill you have to learn like any other, but you can work on it by studying professional examples and trying to discern what they have in common.

@kentona again: The new version of that title screen is a hell of a lot better than the old one. You can actually read the damn text now, the font is no longer silly and overly ornate, and the black bars are classy. That actually looks quite nice. Feld picked a nice piece of art, my quibbles about using art in RM titles aside.

Couple nitpicks if you feel like continuing with it, though. You did good by making his name darker than the title, but it should be smaller, too. Also, the title starting on the left and not quite going all the way over to the right is weird. Either it should be right-aligned to match the clock, centered because you center things in title screens, or go all the way across the top of the screen there. Hmmm. I'm actually not sure changing the alignment would be an improvement, because I'm not sure it wouldn't look too unbalanced for a title screen, and the current design leads the eye from the title down the hand of the clock and to your name. Which probably wasn't intentional but is interesting. If you justify it, anyway, space the letters, don't make the font bigger. Maybe a little, but not a lot. Or make it bigger and make the bars bigger to match and move the clock up so you still see the center. Dunno, just tossing out ideas.

@Feldschlact:
Quote:
Isn't an even worse habit to constantly revise your work over and over again to accommodate someone else's objective standards of 'excuses' and 'needing to fix it'?

That's a terrible excuse for ignoring constructive criticism, and I'm a little insulted by the implication that listening to us is somehow enslaving yourself to our opinions. There is a huge difference revising your work based on careful consideration of points people bring up and mindlessly trying make everyone else happy. It's a little off-putting when someone asks you for criticism and then ignores it, but obviously constructive criticism should always be taken with a grain of salt, and I'm certainly not one to force people to change their stuff when they like it fine as it is. To my mind, your title screen needs work, but if you're happy with it and don't care what other people think, that's all that really matters.

@mawk: ilu broseph :3333

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    Feldschlacht IV
  Tue Sep 29, 2009 2:44 am
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Location: MICHAEL CONFIDES TO PET CHIMP
Quote:
That's a terrible excuse for ignoring constructive criticism, and I'm a little insulted by the implication that listening to us is somehow enslaving yourself to our opinions. There is a huge difference revising your work based on careful consideration of points people bring up and mindlessly trying make everyone else happy. It's a little off-putting when someone asks you for criticism and then ignores it, but obviously constructive criticism should always be taken with a grain of salt, and I'm certainly not one to force people to change their stuff when they like it fine as it is. To my mind, your title screen needs work, but if you're happy with it and don't care what other people think, that's all that really matters.


No no, I'm not implying anything on you guys! I'm just saying that I've seen a lot of the aforementioned attitudes in other discussions such as this.

I apologize!

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    Perihelion
  Tue Sep 29, 2009 2:54 am
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Okay, that's fine, then. :3 That does tend to happen sometimes, but I hope it won't happen here.

Also, I updated the first post, mainly the do's and don't's. I changed my mind on a few things after seeing a few RM title screens that I decided weren't half bad.

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    Kuahewa huki 'ino
  Tue Sep 29, 2009 3:01 am
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Well, when I first saw this thread, I thought "how pretentious," but you ain't being pretentious at all--you're being pretty helpful, so sure, why not? My characterizations might be refined, but I have no sense of visual design. Though I'm sure you can tell that from how impossible it is to see my title at a glance.

Hit me, dearie, just... not too hard.

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