Pixelation

Critique => Pixel Art => Topic started by: willfaulds on June 01, 2007, 05:49:38 pm

Title: Super small
Post by: willfaulds on June 01, 2007, 05:49:38 pm
Project update

having difficulty deciding on a style to go with.... + update to main character

http://www.willfaulds.com/pixel-arts/mockup11.gif (original resolution)

(http://www.willfaulds.com/pixel-arts/mockup11_2x.gif)

http://www.willfaulds.com/pixel-arts/optiona.gif (original resolution)

(http://www.willfaulds.com/pixel-arts/optiona_2x.gif)

----------old----------

(http://www.willfaulds.com/pixel-arts/palette3.gif)

(http://www.willfaulds.com/pixel-arts/mini_knight.gif) => (http://www.willfaulds.com/pixel-arts/mini_knight2.gif)
100% | 200%
Title: Re: Super small
Post by: poingo on June 01, 2007, 06:08:58 pm
I would say 200%, because at 100 it doesn't read very well, and at 300, it's just a little too blocky, imo. No real other crits though. Nice palette on the helmet! :y:
Title: Re: Super small
Post by: willfaulds on June 02, 2007, 09:19:24 am
yeah, there's no way i'd use it at 100%.

most viewers will see it on a tv so blockyness issues don't count for as much as they usually would.
Title: Re: Super small
Post by: dille on June 02, 2007, 03:36:19 pm
I love it, epecially the helm is great!  :y:

But im a little annoyed by the gray used on the body. I think you should change that to a different color.
Title: Re: Super small
Post by: Dusty on June 02, 2007, 05:27:55 pm
Oh my. At first I thought it was an alien fish thing or something, until I saw its head turned but its 'body' not. Took my a couple looks to realize it was a man in a helmet. Also, I don't see any gray.
Hmm, as for readability... I dunno, you're taking the green from the helmet and using it on the body, and at such a small size it all gets mixed up, at least at 1x. But like you said, not 1x so at 2x it looks good.
Title: Re: Super small
Post by: willfaulds on June 05, 2007, 09:33:38 am
update to 1st post.
Title: Re: Super small
Post by: willfaulds on June 21, 2007, 02:09:46 pm
updates to this project...

(http://www.willfaulds.com/pixel-arts/run3e_original.gif)
(http://www.willfaulds.com/pixel-arts/run3e.gif)

(http://www.willfaulds.com/pixel-arts/run3e2.gif) in-game run mockup.

(http://www.willfaulds.com/pixel-arts/palette3.gif) tile mockup. tiles 16x16 @ 200%

any thoughts?
Title: Re: Super small
Post by: Xion on June 21, 2007, 05:24:10 pm
I don't like the way the big red thing blows out in front. It sort of confuses in more ways than one. Where is the wind coming from in a confined space? Is it a scarf or hair?
Otherwise, very cool.
Title: Re: Super small
Post by: willfaulds on June 21, 2007, 07:16:23 pm
tis true. looks quite odd on the static mockup there.

its a cape. when i put the little guy together i liked the dramatic look of it blowing in the wind.

the wind in-game will be generated by his movevment. (i'm looking into it being procedural so left out it's full length on the run test)

i don't think in-game the cape will ever come infront of the little guy...
Title: Re: Super small
Post by: willfaulds on July 12, 2007, 11:23:17 am
project update

having difficulty deciding on a style to go with.... + update to main character

http://www.willfaulds.com/pixel-arts/mockup11.gif (original resolution)

(http://www.willfaulds.com/pixel-arts/mockup11_2x.gif)

http://www.willfaulds.com/pixel-arts/optiona.gif (original resolution)

(http://www.willfaulds.com/pixel-arts/optiona_2x.gif)

EDIT: 1x images are now links
Title: Re: Super small
Post by: robotacon on July 12, 2007, 11:33:05 am
You don't need to post images in 200% since this forum has a zoom function.
Just click on an image in a post and it zoom in you know.
Title: Re: Super small
Post by: willfaulds on July 12, 2007, 11:37:08 am
Yes i know. the intended use is 2x so I post in this format (the 1x is really for anyone interested in trying an edit) so that

people definitely view it at 2x

and certainly on my machine the built in zoom feature is blurry

Having said that I think I will alter the images at 1x to links...
Title: Re: Super small
Post by: Lee N on July 12, 2007, 12:50:39 pm
• and certainly on my machine the built in zoom feature is blurry

Are you, perhaps, using Opera as your internet browser? It interpolates images when zooming by default.

Direct your browser to the following address and uncheck the Interpolate Images option.

opera:config#Multimedia|InterpolateImages

Anyway, this whole "100%, 200%, 1x, 3x" thing needs to stop. It depends on your monitor size and what resolution you're running. Zoom level is not a fixed way of indicating visual size, it's all relative.
Title: Re: Super small
Post by: willfaulds on July 12, 2007, 01:05:07 pm
nope not opera. i run firefox and safari...

i understand the whole relative issue but you must also understand that displaying it at 2x (this is how it will be displayed/saved in-game) is the correct way to display it, for criticism(?).

it may not look the same to everyone but they will at least be seeing what they would see in-game...
Title: Re: Super small
Post by: Lee N on July 12, 2007, 02:16:28 pm
i understand the whole relative issue but you must also understand that displaying it at 2x (this is how it will be displayed/saved in-game) is the correct way to display it, for criticism(?).
2x.. at what resolution? You're missing an important part here. If the engine is running at 320x200 at you're displaying a 32x32 sprite at 2x then it will take up 1/5th of the width of the screen. But if the engine is running at 1024x768 a 32x32 sprite at 2x would take up 1/16th of the width of the screen. On my monitor (running 2048x1536) the 32x32 sprite at 2x will take up 1/32th of the screen. What's 2x on your monitor might look like 1x (by your standards) on mine, and actual 1x would look.. well, pretty f-ing small.

This is why it's stupid to tell people what zoom level they should be using when looking at the sprite, because it's different for everyone.
Title: Re: Super small
Post by: AdamAtomic on July 12, 2007, 02:58:41 pm
*le sigh* Lee N, if you are using an LCD screen (As i'm sure most people are here) then 2x is not just about size, its about reducing subpixel shading/distortion from the ordering of the crystals.  Also, regardless of the size of the monitor, 2x WILL be clearer and easier to see than 1x.  Period.
Title: Re: Super small
Post by: willfaulds on July 12, 2007, 03:26:20 pm
This is why it's stupid to tell people what zoom level they should be using when looking at the sprite, because it's different for everyone.

Did you not understand my last post?

This game engine, as with many (think about browser based games) will not alter you're screen resolution (or any screen setting for that matter)... What you see here is what you get. Yes this will be altered by the specific setup each person is using. BUT specific to them it IS what they would see in-game.

That is the point of displaying a sprite at, or telling people to view a sprite at, a specific level of zoom...

Further more are you telling me you would alter your screen resolution to view a sprite? Or perform a calculation to work out its relative size? I just don't see that being practical at all...
Title: Re: Super small
Post by: Lee N on July 12, 2007, 05:02:50 pm
My point is, let people zoom the sprite to their hearts content, to whatever level they see fit. That's what I always do. As for the browser game, the same should apply there, let people scale the game to an appropriate size relative to their monitor and resolution. If you're making a game that's "just right" for your monitor and resolution and force people to play with that setup then it might be too small to play for someone else.
Title: Re: Super small
Post by: AdamAtomic on July 12, 2007, 09:41:20 pm
Lee N, no one is misunderstanding you.  We just don't agree with you that it actually matters.  Both Will Faulds and I have made that clear.  Please get back on topic!!  And no, that doesn't mean post another OT reply here claiming that this post is OT.  Thanks.