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Messages - Vinik
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131
Pixel Art / Re: Game Design Question
« on: April 20, 2018, 07:26:30 pm »
Coder's Crux is looking very nice, but it seems to monospaced, which is good for formatting text, but very bad for overflow (very wide "i" "l" and "j" end up taking a lot of horizontal space). I also like the one from the first yellowish book mockup.

132
Pixel Art / Re: WIP: Motel Scene (Looking for criticism)
« on: April 20, 2018, 07:14:30 pm »
Man that is a huge improvement, the new elements really made the building a volume which is part of the scene. I take back some of my nitpicking on the geometry, as I realized your game is more of a charming illustrated interactive book than a game-space world with geometrically exact collisions and stuff. Your stair is still "incorrect", but it gets the idea across, looks nice and is also consistent with the way many classic rpgs deal with ramps between levels. My game is about  2.d jumping and platforming elements over a tradional rpg perspective, which led me to be too demanding regarding geometry when giving you critique, for which I apologise.

The shadows are enough for a bright day scene, but they could go a little darker.

133
Pixel Art / Re: WIP: Motel Scene (Looking for criticism)
« on: April 18, 2018, 05:09:55 pm »
Crude edit to give you some ideas. In my defense I did it from my phone :P

134
Pixel Art / Re: Here goes a slime
« on: April 18, 2018, 03:24:50 pm »
Alright, thanks everyone, I'll give it another shot and post here!

135
Pixel Art / Re: sun temple ruins tileset [C+C ]
« on: April 16, 2018, 10:42:23 pm »
It would also benefit the piece a lot if you gave some tridimentionality to the floor tiles.  You highlighted them all around to show that the borders are beveled. However, at this perspective you could give the viewer more hints that the tiles are on the ground, so it's best to not show the northern (upper) lighter bevels of the tiles, since the perspective would hide them from view.

Also, this is optional and just a trick, not a geometric error, but floor tiles work better when they are wider than taller. As eishiya often says here, floor tiles can truly be of any shape, but as we are used to see them in front of us at an angle from above, them appear squashed to us. If floor tiles are wider we recognize them more easily as floor pieces, as distinguished from walls blocks, but this definitely not obligatory, just a trick to help the viewer.

136
Pixel Art / Re: sun temple ruins tileset [C+C ]
« on: April 16, 2018, 07:43:11 pm »
Ah, with this perspective the broken pillar, which is a cylinder, would either:

1- be aligned with the horizontal axis like it seems to be, and as consequence, the rounded "top" which is tilted sideways on the right end wouldn't be visible, the pillar would end in a straight vertical line on the right side, very much like if it was a 2d platformer game asset.

2- for the circular section to be visible the pillar would have to be aligned diagonally on the x y plane. That would be trickier to draw correctly, but you surely can do it if you want.

Notice the same distortion happens with the second block, the one to the right. If it's shorter side was to be shown, then it would be at an angle and it's outline wouldn't be rectangular anymore, more like a isometric cuboid.

Then again, you are obviously free to take liberties with your perspective, if you do it intentionally :)

137
Pixel Art / Re: WIP: Motel Scene (Looking for criticism)
« on: April 16, 2018, 04:47:37 pm »
I think that by this perspective the hood of the car shouldn't be visible at all. The balcony would likely case some sort of shadow, and eishiya was faster than me suggesting poles/pillars for the balcony, currently the lack of connection to the ground does not help the viewer to read the perspective and distinguish between the vertical e horizontal planes.

Also, the sidewalk below the balcony should be twice as deep considering the depth of the stair + the depth of thr balcony. If you prefer to keep how wide is the sidewalk, then it should start deeper into the background and end just before the edge of the stair where it meets the ground.

138
Pixel Art / Re: Tileset/ Overworld sprite sizes
« on: April 16, 2018, 04:00:10 pm »
I like him a lot! The only significant problem I see is the lack of contrast between the black and the dark green, which is also to far from the "bright" color. Although the red is not bright in itself, the general color balance has the mid shade too close to the black. Are you on a fixed pallette like NES or GBC? If not I would suggest less saturation to bring the colors closer together, and then set more natural ramp, like a warmer, a bit lighter green for the mid shade, and a more orange-ish red.

I think he is more like a two 16x16 tiles tall creature than a 32x32 object, as that would be  the size of its collison mask in game, the wings would just be overflow.

139
Pixel Art / Re: Here goes a portrait
« on: April 07, 2018, 02:05:37 am »
Sorry for the late reply, had to drive a lot today:

He looks like Sun Wukong now,   :lol:

140
Pixel Art / Re: Here goes a portrait
« on: April 06, 2018, 04:56:13 pm »
Thanks for the pointers Meat, this is actually an earlier and less polished "fork" of the portrait with larger and higher eyes, also showing the jaw-line problems, but it so different that he became another person:

Interesting how face proportions are more distinctive from one face to another than the shape of the features. This guy has a way more brutish appearance, but are the proportions and volumes any better compared to the other one?

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