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Messages - eishiya
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351
General Discussion / Re: Pixelation 2.0
« on: August 28, 2018, 01:44:19 am »
The design philosophy sounds great. Of course, the hard part is implementing it D:

The demo looks nice, but there's one bit I don't like: the Twitter-esque side bar. It makes the page feel cramped. I also dislike the numbers focus is creates, those things should not be at the forefront. I think that stuff should be available by clicking on one's avatar in the top navbar.
I realize it also doubles as the forum/section list, but I don't think that belongs there either. I like having the list easily available, but I don't think it should be in a sidebar. Maybe it should instead be something like a tab bar where the home/notifications/messages links currently are? The home link should be at the top next to the logo, and the notifications, messages, and "my portfolio" could be next to the small avatar at the top. The last remaining item, "New Post", should be in the nav bar (the forum list and search bar). All of the bars can turn into dropdowns on smaller screens.

Things I particularly like:
The three different views, they're all nice for different moods.
Non-animated Pixelation logo. I have the current one ad-blocked because the animation is distracting. A vector logo for Pixelation is rather ironic, though :'D
Sidebar aside, it's rather clutter-free, there's very little redundant information.
The portfolio idea. Whatever it is exactly, it sounds neat!

Questions:
How are the images representing each thread going to be chosen? Is it the latest image, or the first? Does the user get to choose? Are 3rd party embeds going to be used, or will the feature be limited to attachments?
Will there be any incentive to use the karma system

Feature requests:
It would be nice for threads in the thread list (at least in the critique sections) to include the date of the latest reply by the OP right up front. I'd say that's more important than when the thread started, even.
Discourse has a feature where it'll automatically copy embedded offsite images to the server, so that old threads don't get broken if the offsite images are deleted. I'd love to have that for Pixelation. So many of the old threads have broken images ):
It would be nice if attached images were treated the same as offsite images in terms of being placeable anywhere within the post. Discourse also has this, I think.
Attachments by copy+pasting image data straight into the post would be lovely <3 Imgur lets you do that, but it'd be great to bypass using imgur entirely.
[IMG] tags that either parse or at least detect incorrect Imgur URLs and get the correct URL automatically, or at least warn the user that they're trying to embed a non-image.
A less Javascript-heavy basic UI than the demo. JS is necessary for things like the magic embeds I requested here, but I'd like to see JS used only where it's necessary, like the current version. Navigating the site, making posts, etc should not require JS to be enabled.

Not really a feature request, but an idea of sorts: How about implementing ActivityPub? It would make Pixelation posts more easily shareable on Mastodon and other ActivityPub-using services, without requiring Pixelation to actually be based on any of those services. I'd love to be able to follow e.g. @Indigo@pixelation.org on Mastodon and gets updates whenever you post :]

352
Pixel Art / Re: [WIP] House interior, door problem
« on: August 27, 2018, 04:40:41 pm »
I'm not a fan of fading/disappearing walls myself, but if you have to have them, then I say go with the fading walls, perhaps at a slightly higher opacity than you currently have. Lower contrast in the floor should help the faded wall look better, too. Right now it's clashing too much with the floor texture, a subtler texture would avoid that clash.

353
Pixel Art / Re: [WIP][C+C] Main Menu Landscape
« on: August 27, 2018, 04:30:00 pm »
1. The nice thing about a checkerboard dither like this is it doesn't get repetitive, because there aren't really distinctive elements to it. However, some of your cloud dithering employs high-contrast colours and stands out too much. You have some intermediate colours available from other parts of the image and could use those to make the gradation subtler. Dithering high-contrast colours tends to look noisy on modern screens, so it's best to keep the contrast low, or to not dither at all.

2. Having some empty space is good. I think you actually need more of it, not less. Right now, almost every part of the screen is competing for attention, there aren't clear focal points (I'll address this later in the post). The bottom right area could use some faint, subtle detail, like some faintly highlighted foreground terrain. You could also move the title down a little, so it overlaps both the black and pirple areas.

3. The text placement looks fine, though I'd move the buttons further away from the edge. Try to keep a large margins around the edges of the screen where there are no important elements, give your text room to breathe. Large margins make things feel less claustrophobic, and keep the player's eye on the screen instead of letting it wander away.

4. I agree that you haven't quite achieved scale. This is for two major reasons:
a. You're not employing overlap, so it's not immediately clear when things are in front of other things as opposed to just below them. Instead of the foreground character being contained entirely within the purple, let them overlap the mountains and horizon, etc. Let the city overlap some of the clouds. Overlap creates depth.
b. The atmospheric perspective (things being more faded the further away they are) is very weak, which makes the distant objects look closer and smaller than they're meant to be. The clouds in particular have very high contrast that makes them look close to the viewer rather than far away, and this contrast is also very distracting. The clouds stand out more than the character and city do. These contrast problems make it unclear what the focal points are, and draw the eye to the wrong parts of the image.

Here's a messy edit:

The big changes:
Moved the character and city over so that they're on opposite sides of the image, which creates distance and tension, implying the character has to brave the distance to get to their goal.
Lightened up the city and mountains (more atmospheric haze), which makes them look further away. I used the previous mid-ground terrain colour to add another "layer" of mountains between the city and the foreground, which helps create more distance. I also reduced the contrast in the city, as more distance = more haze = less contrast.
Reduced the contrast in the clouds (mostly by getting rid of the darker shadows), again to add the look of intervening haze that makes the clouds look distant. I think they could be made even hazier, mine still feel rather close.
Changed the various foreground and midground layers to be more diagonal rather than horizontal, diagonals look more dynamic. I also made the character overlap a mountain valley, so they have a lighter background, making them stand out better. This also lets them overlap a bunch of colours instead of being contained within a single colour that makes them look caged in and static.
Added some faint lighting to the foreground and midground terrain, which gives it some volume and helps sell the distance.
Moved the text to have bigger margins and to work with the adjusted composition.

I think the scene still feels a little bit flat, mostly because of the clouds. Clouds in the foreground could have some shadows this dark, but most of the clouds should probably be further away and have less contrast.

354
Pixel Art / Re: [C+C] Stone texture feedback
« on: August 26, 2018, 04:48:13 pm »

Please use the URL of the image itself in the IMG tags, not the image of the webpage it's on, since that doesn't work.

Could you please put the tile in context (even if it's just the tile repeated over and over)? It's hard to gauge the effectiveness of a tile when it's isolated like this.

It looks like your shadows are all just outlines on the rocks. Try to build up the rock shapes out of chunks of light and shadow instead of outlines.

355
Pixel Art / Re: [WIP] Island and Sea Landscape
« on: August 26, 2018, 04:45:01 pm »
Raising the window works!
The original looks strange because of the perspective, I think. The bottoms of the "legs" of the arch both have perspective that suggests a higher camera/horizon, which is why they look a bit strange. Having the centres of the "legs" not descent so much compared to their sides should help create the look of a lower camera.

Nitpick: I don't think you need the dark line on the horizon, it looks cartoony compared to the rest of the art.

356
Pixel Art / Re: [WIP] Island and Sea Landscape
« on: August 26, 2018, 01:53:38 pm »
Extending the island downward looks good! However, raising the sea upward does not, as it gets rid of the lovely window you had that showed both the air and sea. It doesn't read as nicely being filled with water. I think if you keep the old water level but expand the canvas as you did, that would be the best solution. It would also put the water level at roughly 1/3 up the canvas, which looks nice.

Stone can be brown too, the brown doesn't have to be dirt. For example, many of the coastal arches off California have a brownish coloration.
The texture on the arch looks a bit rocky, so you don't have to worry about that. Of course, if you want to look even rockier, you could! I recommend looking up stone arches and coastal arches for ref, to get a feeling for the kinds of textures these kinds of locations have.

The grey stones at the base of the arch look out of place, since they don't have the same colour as the rest of the arch, and they seem to be leaning up and away from the arch, defying gravity.

357
Pixel Art / Re: 8-Bit Yellow Devil From Megaman
« on: August 25, 2018, 01:47:51 pm »
Where is the light coming from? Different parts of the character appear to be lit from above, below, left, front... A stable light source should help you with conveying the form of the character, and may even help add in those gelatinous blobby shapes through some subtle shadows.

I'm not familiar with this character, but it seems the red gem/eye is positioned very differently in your version from the ref?

358
Pixel Art / Re: [WIP] House interior, door problem
« on: August 24, 2018, 12:56:37 pm »
If they're just meant to be openings and not doors, then going wider is definitely a possibility in at least some areas. In this example, the top opening could simply not have the front bit of wall:


Here's a question: Since you're so concerned with the heights of the walls being represented accurately, what are you doing regarding characters walking behind walls and being hidden? Can characters actually do that, or are the lower few tiles of each wall non-walkable? If the latter is the case, then you'll have to rethink how you do the east/west openings, since where the opening is won't actually be walkable, and wider openings with a bit of floor visible are likely to be your only viable option.

359
Pixel Art / Re: [WIP] House interior, door problem
« on: August 23, 2018, 03:53:31 pm »
Many games cheat and make the openings artificially wide so that you can see the floor in the doorway instead of bothering with getting the size of the door correct. Some don't even bother with the concept of side-wall height and just have the doors be a simple break in the top of the wall, no indication of wall height. Many other games just don't bother with east/west doors at all, and instead just have north/south doors linked up by wide east/west hallways (e.g. Sword of Mana's Vinquette Hall), and it's a convention most players don't mind by now.

If you don't want to do "cheat" like that, consider having lighter wood in the doorway, lighter at the bottom (where the floor reflects light most strongly at it) and darker towards the top, and perhaps some special tiles to draw attention to that area by giving it a more interesting shape (door frame, hinges, decoration, etc).

In general, you should rely mainly on things like silhouette, floor patterns*, open doors, other decoration, and light shining through the doorway to show the door is here. You might even benefit from not having the top of the door indicated with the break in the wall, since it's a distracting visual element that doesn't correspond to the walkable part of the door.
* By having floor patterns that cross the doorway (lengthy carpets joining rooms, continuous floor texture instead of borders like at other walls, etc), you can subconsciously hint that the rooms are linked in that area, so the player doens't even "see" the wall between them.

An unrelated thing: Your walls feel very flat because the wood is perfectly aligned with the stone and plaster/daub, looking more like a wallpaper with those things drawn on rather than actual structure. Letting them stick out would help with that. You don't have to break tile boundaries, you could have a couple of pixels of wood/dirt/dark-dust at the bottom of the stone or something like that.

Here's a fairly minor edit:

I gave the walls a bit more volume by raising the stones a couple of pixels, and added sticky-outy bits at the bottoms of each pillar. Those same sticky-outy bits are visible around doors. I made the rugs less brown (so they don't blend visually with the walls; they don't have to be lighter, I just used the available non-brown colours)  and extended them so that they look more like rugs laid between rooms, rather than just something attached to walls. In the back room, I also "opened" the door. I got rid of the tops of the doors, since they weren't conveying useful information imho, and were just "lying" about where the door is.
This is still not as clear as the north/south doors, but I think it reads better than before, at least to me.

Something missing from my edit is a distinctive visual element for the doors. For example, what if all the doors had little awnings, or some sort of supports, or other bits that stick out and look similar in both front and side view? Those would help a lot.

360
Pixel Art / Re: Here goes a slime-in-a-jar boss
« on: August 22, 2018, 03:12:17 pm »
Looking good! Your big reflection at the bottom looks a lot better than mine :D
Seconding pistachio re: abstraction. Understanding what it is you're drawing is important, but ultimately what matters is whether you communicate the right idea to the viewer, and realism/accuracy is not always the best approach.

I see you added a pale cool green to use as AA. It's not bad, but unless that colour was already in your palette for other things, I think it's unnecessary, since it's only used as AA and has a value almost identical to the existing light warm green.

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