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Messages - eishiya
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251
Pixel Art / Re: [WIP] Need guidance with cave/mine tileset
« on: November 01, 2018, 01:10:52 pm »
Is the minecart an interactive item, or just background decoration? If it's interactive, then I think outlines outside of it would be fine, as would extra colours for more contrast. If not, then I don't think it's a big problem if it blends in a bit, as long as it's readable as [mine cart].
I like the left one the most as well.
I'd have the interior fade into shadow instead of just having a solid dark bottom, I think that would help the interior read better. I'd also darken the hook/hitch-thing so that it doesn't blend into the rail behind it. You could also scrap it entirely if it's causing problems, or use a different hitching mechanism.
Edit with these changes:

I also stuck a solid dark brown shadow underneath the cart. It's a cheap trick but I think it helps it read better, and gives the cart volume.

(Nitpick: I'd stick the cart a pixel or two higher, as the wheels don't feel like they're on the rails currently. The wheels do hug the rails, but they don't envelop the entire rail xP)

252
Pixel Art / Re: 8-Bit Overworld Batman
« on: November 01, 2018, 01:00:37 pm »
I think the Batarang might look fine once combat animations (or something) give it some context.

The anatomy could use a bit of work. Batman's torso and arms appear to be another pair of legs, the thicknesses and lengths are so similar xP

You don't need the visible eye-holes, since there's no good way to position them at this size and Batman reads plenty well without.

Here's an edit with some tweaks to the anatomy, removed eyeholes, and a few other changes:

- I showed a bit of the cape at the bottom to make it look more like a cape. I removed its outline so that it doesn't clash with Batman himself. Capes are great for making characters read well on a variety of backgrounds, and it's not a huge problem if they blend in with the background a bit themselves.
- the anatomy tweaks opened up the chest, creating room for the Batman logo
- I widened the bat-ear a bit, so that it reads better and is less likely to get lost on a dark background.

253
Pixel Art / Re: [WIP] Need guidance with cave/mine tileset
« on: October 30, 2018, 01:05:02 pm »
It's very common in games with this projection that south walls come with a higher collision area so that players can't get lost behind them. The goal is so that at least the player's head is visible.
An alternative is to have walls that become see-through when the player is behind them, but I'm personally not fond of that xP

If you make the walls less smooth, you could have more little (cosmetic-only) dips in the top of the wall which would allow you to block off less of the space behind the wall while still making it easy for the player to see their character, since they'd be visible in the dips most of the time.

254
Pixel Art / Re: [WIP] Brick texture and more...
« on: October 30, 2018, 01:29:50 am »
The top line is the perspective suggested by your brick shapes, the bottom line is the perspective suggested by the bottom of the building:

See how they're not the same angle, even though they should be?

The easiest (but perhaps less appealing?) solution is to make the bottom of this part of the building have the same 45 degree angle as the bricks.
If you want to try changing the bricks instead, here's one possibility:

(The bricks are 2px wide here instead of 3 because of foreshortening, since we're seeing them at an angle.)

255
Devlogs & Projects / Re: Small Living World - Colors Feedback
« on: October 30, 2018, 01:19:57 am »
I think the last one fits best with the style of the other trees, it lacks volume though, is there perhaps some way to colour the "front" leaves (those drawn last) lighter, and the "back" leaves (those drawn first) darker?
Also, if this tree is meant to be important and stand out, perhaps it should be bigger, or have a more interesting shape, or more interesting colours?

256
Pixel Art / Re: [WIP] Need guidance with cave/mine tileset
« on: October 29, 2018, 04:47:45 pm »
You could make the wood greyer in general, so it looks more like old wood that's been there for longer than a few weeks. The bigger problem isn't that it lacks the redness of the rocks, but that it has the high saturation and yellowness of brand new wood. A greyer, slightly darker colour will avoid the overly fresh look, and should work in a variety of mines.
You could also make 1-2 alternate versions, e.g. a reddish version and a bluish version, which should be enough for most mines. In your generator, you could then choose the appropriate variant based on the rock tiles being used for a particular area.

Minor variations along the walls will do wonders for making a mine look more hand-dug, even if the corridors are straight on a macro level, so you can still have straight-corridor gameplay if you need it :> (That said, playing in straight corridors is usually pretty boring! Natural curves make for more memorable landmarks.)

257
Devlogs & Projects / Re: Small Living World - Colors Feedback
« on: October 29, 2018, 04:41:29 pm »
Each of the leaves on the tree made of sprites has a dark green outline.

258
General Discussion / Re: Official Off-Topic Thread 2018
« on: October 29, 2018, 02:28:41 pm »
Aah, that's a relief. 50 at a time isn't so bad.
A forum I help moderate doesn't have any form of mass deletion, so I hope that we don't get anything like this, or that if we do, someone will be around to stop it early.

259
Devlogs & Projects / Re: Small Living World - Colors Feedback
« on: October 29, 2018, 02:27:07 pm »
I think sprites for animals is fine, but the tree looks out of place to me. Perhaps more than the sprite vs shape thing though, it's just outlines vs no outlines, it's the only tree with outlines. Perhaps not using outlines would help it look less out of place?

260
Pixel Art / Re: [WIP] Need guidance with cave/mine tileset
« on: October 29, 2018, 01:41:50 pm »
I've mentioned this before: wood in mines gets dirty very quickly, on top of just rotting the way untreated wood usually does. This bright yellow coloured wood looks out of place in a mine xP

I appreciate the peg construction :> You don't often see that sort of detail in games.

I get what you're going for with the straight walls, but I think that makes the walls look dull and repetitive, especially with the lack of alternate tiles. Mine tunnels in the age of wooden rails (and even to this day sometimes!) were dug by hand or with small tools, they weren't bore-holes. They often curved, and even "straight" corridors could wind a little or have narrower and wider sections, depending on just how the people dug, plus the exact consistency of the earth there. This isn't solid bedrock, so some areas will be crumblier than others, affecting the tunnel shape.
Another factor is what's being mined? If they're gathering something plentiful (e.g. potash, coal, and other materials that tend to occur in sprawling layers), then straight corridors make sense because the stuff is all around them, they just have to worry about getting as much of it out as possible without causing a collapse. However, if they're mining for a precious material like silver or emeralds, they'd usually be following snaking veins of the material and avoiding wasting time digging tunnels into the surrounding rock. They'd only dig straight tunnels when they've lost the vein and need to find it again, and radiating straight tunnels are a good way to do that.

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