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Game Art Analysis

As a Bomberman series game, Mega Bomberman uses a cartoon-like art style to create its world and characters. This is a carefree and childish look, which complements with its simple and straight-forward story. In the concept art images, you can see how the art was conceived to be as recognizable as possible, using a colorful palette and extravagant characters. This concept art is brought into the game using pixel art. Even if the shapes can't be as expressive because of the pixel's limitation, it is hugely compensated by the use of colors, that give the game the charisma seen on the concept art. In conclusion, Mega Bomberman art style achieves a very charismatic and carefree look, friendly to all public and easily memorable.

Concept art

concept1


concept2


concept3


concept4



Sprites

We have separated our sprites into five categories: Enemies sprites, Environment Sprites, Player Sprites, PowerUps Sprites and UI sprites.

Enemies Sprites

Here we have the boss's sprites separated form each character (monkey and banana) and all enemy sprites together into a spritesheet.

Click here to see all enemies sprites.

Click here to see Bananacher (banana boss) sprites.

Click here to see Saru (monkey boss) sprites.

Environment Sprites

On the environment sprites we have put together every sprite that is not part of the player nor the enemies, as obstacles, coins, bridges, etc...

Click here to see the bridge sprites.

Click here to see the coins sprites.

Click here to see the machine with fragments sprites.

Click here to see the fragments sprites.

Click here to see the red flower sprite.

Click here to see the yellow flower sprite.

Player Sprites

In the player Sprites folder we have all the player-related sprites, meaning every sprite the player controls. This includes Bomberman and Bomberman mounting on Louie (kangaroo), as well as the player's weapon; the bomb.

Click here to see Bomberman's sprites.

Click here to see the bomb sprites.

Click here to see the mounted Bomberman sprites.

Click here to see the Louies sprites.

Click here to see the jumping kangaroo sprites.

PowerUps Sprites

We have placed the powerups images and their destroying animation in this folder.

Click here to see the powerups sprites.

Click here to see the destroying powerups sprites.

UI Sprites

We have put together all the UI-related sprites.

Click here to see the Main Menu UI sprites.

Click here to see the Area Select UI sprites.

Click here to see the Levels UI sprites.

Click here to see the Stage Select UI sprites.

Click here to see the stages UI sprites.

Click here to see the start stage UI sprites.

Click here to see the In Game UI sprites.

Click here to see the towers UI sprites.

Click here to see the Pieces UI sprites.

Click here to see the Game Over UI sprites.


Level Art

The part of the game we're developing is divided in three Stages and one boss stage. The boss stage is almost the same as the Area Select stage, only differences being the boxes that appear during the fight.

Stages Art

The art during the three stages is of a wild jungle, putting the player surrounded everywhere by jungle trees, with some cliffs with wooden bridges. The unavoidable obstacles here are stones, and the destroyables ones are red and yellow flowers.

Stages 1, 2 and 3

Here's an example of what the stages look like. There are no differences between stage 1, 2 and 3 except the last two have a wooden bridge on some point.

Wooden bridge on Stage 2

Wooden bridge on Stage 3

Stage Select room

In the Stage Select room we have a greenish stone room surrounded by white greek columns. In this room we can see how much pieces of the emblem we have collected.

Boss Battle room

The boss room is the same as the stage select, but five rows of red and white boxes appear. The three pieces collected during the stages form an emblem on the middle of the room.