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11
Pixel Art / Re: [WIP] Need guidance with cave/mine tileset
« on: November 07, 2018, 12:16:53 pm »
due to my gridbased ai navigation I'd like to keep the left/right cart 32 pixels wide so I can't widen it much but I made the hitch-thing a pixel less wide to get 1px more for the cart at least. The up/down cart has more freedom and is really only restricted by foreshortening so I made it 2px taller.


I moved the wooden braces 1px closer to the stone pillar to fit another pixel of rope width. Also made a brace for the smaller stone pillar.

12
Pixel Art / Re: [WIP] Need guidance with cave/mine tileset
« on: November 06, 2018, 12:05:07 pm »
Not understanding how my camera works is my bread and butter xP
Moved the left/right cart 2px higher on the track and tried fixing the foreshortening on the up/down cart. Also made the other wheels 1px thinner.

Then I started on the supported pillars.

Tried to do some rope on one of the pillars because it felt kinda miney :)

13
Pixel Art / Re: [WIP] Need guidance with cave/mine tileset
« on: November 05, 2018, 12:02:58 pm »
Yeah it's not an interactive object, it's just a static prop.
I really like the shadow underneath and the faded backside!
The wheel base is based on the image from the permanent way wiki. I thought it looked like it worked like this:

Rails in blue and wheel axle in red.
With the large guide wheels on the inside of the rails and the outer wheels connected to the inner wheels via a bevel where the rails run. But maybe that doesn't read that well. I tried moving it up 1 and 2 pixels but in my head it looks best with the original height but I'm probably biased of knowing what I tried to draw xP
Also made a version with a pile of mined rocks and a version going up/down.

14
Pixel Art / Re: [WIP] Need guidance with cave/mine tileset
« on: November 01, 2018, 12:22:16 pm »
I've tried to do a minecart now. Really struggling with readability while still using just the 4 wood colors. I even experimented with introducing a 5th color in the ramp.

I tried 4 variations with different color usage and amount of outlines but I can't really seem to get it right. Maybe I just crammed to much detail in there?
I think I like the far left version the most but it does feel kinda bland next to other wooden items in the scene but the second left version is way to sharp.

15
Pixel Art / Re: [WIP] Need guidance with cave/mine tileset
« on: October 30, 2018, 12:07:50 pm »
I gave the gray wood a shot!

Also did some more supports, both crossing the path to uphold the roof and along the walls holding loose rocks in.
Since there are 3 tile high walls covering all but a 2 tile wide strip of the walkable area, I thought about making all vertical spaces atleast 6 tiles tall to show more of the ground, but the walls can still cover the player so either way I'll need a solution for that. I'm thinking of adding a higher collision line for overhanging south walls.
Here the red lines show the normal walkable area, and the lowest red line would be replaced with the green line to always keep the player at least partially visible. What are your thought on that?

16
Pixel Art / Re: [WIP] Need guidance with cave/mine tileset
« on: October 29, 2018, 04:08:37 pm »
I've thought about wood color for a while now, I was hoping to find a solution that allowed me to use the same tracks and other wooden parts in several differently colored mines. But the more I think about it the less it seems possible, so I'm starting to accept a wood coloring per mine coloring solution. But should I just find a midpoint between the avg. color of the mine and the different wood shades or is there some smarter way of thinking about this?

You're right that the mockup is a bit to straight, it was mostly to test out alternative wall sections for mines with supports along the walls, when I write the generator for this I'll make sure it isn't so straight and bland. All mines in my game are different metal ores, so wierdly winding paths following the vein would probably be the most true way, but it might not fit with my gameplay, only time (eons and eons of it) will tell :)

17
Pixel Art / Re: [WIP] Need guidance with cave/mine tileset
« on: October 29, 2018, 12:06:21 pm »
Hehe that makes even more sense, so obvious after you've said it too xP
I will go back to wooden pile terminal, but I think what you said about not using good timber makes sense so the new one is just a small pile of slips. Also made a new mockup more akin to what I imagine the "miney" parts of the mines will be like, straight corridors with tracks to try out some of the wall and roof supports. Although in the game they will connect to more "cavey" parts where they found a good concentration of ore and just dug out in all direction where they found ore. Might not make sense mine-safety wise but in a game I think it will be nice with alternating tight and open combat-scapes.
Got a little excited and skipped making minecarts to try out making a support beam :)

18
Pixel Art / Re: [WIP] Need guidance with cave/mine tileset
« on: October 26, 2018, 04:48:01 pm »
Haha, that makes so more much sense! Crashing into anything is probably a terrible way to stop a mine cart :D
Got rid of the logs and replaced with a ramp up on a pile of rocks.
Also tried to fix one of the rail switches, tried to give them some volume going up against each other so that they would look like they where the same height. How the mechanism works is still a bit of a mystery xP

19
Pixel Art / Re: [WIP] Need guidance with cave/mine tileset
« on: October 25, 2018, 02:37:53 pm »
I thought about doing the rail piece to select direction where the tracks split but it felt like it would clutter it up to much and decrease the readability. But maybe I could add openings for the wheels so they at least have a place to roll going either way and leave the mechanism of selecting a direction to the players imagination :P

The darkening on the logs is supposed to be water damage from being in a damp mine. Sort of like this:

Darkening at the ends where the fibers are broken and water can enter easily. But having them banged up a bit where they meet the track is a great idea!

And I think a pile of rocks to stop a mine cart might lead to a very short lived mine cart, maybe wood to dampen the impact and rocks behind to add weight and rigidity to the logs?

Yes support beams are on my list of features to add, both as alternative wall sections and as crossbeams holding up the roof, just haven't gotten to them yet :)

20
Pixel Art / Re: [WIP] Need guidance with cave/mine tileset
« on: October 25, 2018, 11:11:57 am »
I've made all track parts and some stops, next up are the mine carts!
As always, all C&C super appreciated!

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