Pixelation

Critique => Pixel Art => Topic started by: Lazycow on January 12, 2009, 08:50:25 pm

Title: Silverline mockup
Post by: Lazycow on January 12, 2009, 08:50:25 pm
(http://img222.imageshack.us/img222/7760/shot1mw5.png)

Hi, this is a raw mockup from a dungeon scene of a multi-player adventure. (16x16 raster) I do not like how the bricks fade to the dark. Which one is better? left or right? Somehow, I did not get the idea how this is done in other games. (both versions look a bit broken) any hints?

The other thing is... Which character view would look better: (A) view from above or (B) front view. It should be considered that this is a multiplayer-game, where each player can select different hair-styles/colors, face-types/colors, body-types/colors.
Title: Re: Silverline mockup
Post by: EvilEye on January 12, 2009, 11:48:37 pm
Very nice bricks.

I like the left better.  Looks cleaner.

I think character A is closest to what a character for that view should look like.
Title: Re: Silverline mockup
Post by: PypeBros on January 13, 2009, 10:25:54 am
right now, i have somewhat a difficulty of figuring out what's walkable on both. I'm 99% convinced that populating the walkable area would immediately dismiss that feeling.
Maybe some floor texture could help, and i'd drop a shadow over the wall as well (somehow strange to have shadow on the floor that stops against the wall.
Title: Re: Silverline mockup
Post by: Lazycow on January 19, 2009, 06:53:47 am
Still working on the background. (good hint with the wall-shadow, PyreBros) My teammate also prefers perspective "A", so here we go. I had some problems with the bottom row. Does it work? Right now, the only way to distinguish male and female players is by the hair. So there might be some male-only haircuts and some female-only haircuts.
(http://img50.imageshack.us/img50/303/shot2xg5.png) (http://img89.imageshack.us/img89/2559/shot3js3.png)
EDIT: added some coloring
Title: Re: Silverline mockup
Post by: Lazycow on February 05, 2009, 06:39:39 am
(http://img21.imageshack.us/img21/2552/showcase3.png)
'have pimped up the walls and the character base again. Not sure about the shadow, especially at bottom left. Is it ok like that?
Title: Re: Silverline mockup
Post by: Mamoruanime on February 05, 2009, 09:09:53 am
Very nice ^_^

The only thing I can see that is awkward is that the walls on the side's brick layout conflicts with the walls facing the camera's brick layout. Instead of them being angled | <this way, they're angled -- <this way. The walls are essentially doing this-


----------------
--
--
--

When they should be doing this-

----------------
|
|
|

If ya know what I mean :P

Otherwise it looks nice ^_^
Title: Re: Silverline mockup
Post by: DocJones on February 09, 2009, 08:32:45 am
Heyas,

since that's my first post here, well... it's just me. The other guy working on silverline. ...the "database" guy :)

I have some troubles with the shadows:

(http://i296.photobucket.com/albums/mm192/Docjones999/Silverline/Bild1.jpg)

It appears to me that the shadow on the northern wall is falling in the wrong direction. It seems half right, but i feel uneasy when looking at it.

Any comments?

regards
/D
Title: Re: Silverline mockup
Post by: DocJones on February 09, 2009, 09:05:06 am
Heyas,

One thing i forgot to say (at least in public): Those toons are cute! I bet we are the first to draw a massive amount of chicks on the interweb to play MMO's :)

regards
/D
Title: Re: Silverline mockup
Post by: Lazycow on September 11, 2009, 01:53:37 pm
Finally, I found some time to continue this project...

(http://img25.imageshack.us/img25/6616/maptest2.png)
I have changed the brick-alignment of the vertical walls. (good point, Mamoruanime)

(http://img44.imageshack.us/img44/4303/shadowtest.png)
As I was not sure if the shadows of the walls are correct, I made a small raytracer-test. So it seems like they are ok. (although, the rooms should have a (invisible) ceiling and then there wouldn't be any shadows at all)

(http://img25.imageshack.us/img25/5853/titletest1.png)
Silverline Title (draft)

(http://img411.imageshack.us/img411/9063/walktest1.gif)
walking animation
Title: Re: Silverline mockup
Post by: thedaemon on September 12, 2009, 03:33:49 am
Changed the characters shading a bit. More contrast from the body and the head. Also removed some unneeded white from the eyes.

(http://i34.photobucket.com/albums/d106/thedaemon/titletest1.png)
Title: Re: Silverline mockup
Post by: Bissle on September 12, 2009, 09:51:17 am
Coming along nicely--those sprites are pretty cute, too. They look better in thedeamon's edit, with less white in the eyes. The eyebrows should be a darker color, IMO.

I'm not really knowledgeable re: shading, but to reference DocJones's concerns: do you think the shadow in the northern wall would end up in that trapezoid pattern? The lightsource seems to be coming from the upper left, but the shadow on the lower part of that wall implies it's coming from the lower right.
It would be squarish instead instead of triangular if it's coming from up and left.

Also, there wouldn't be as many strong shadows on the horizontal ( -------------------- ) walls on the bottom on the screenie.

The tiles themselves are great-looking, and again, cute sprites.  :D
Title: Re: Silverline mockup
Post by: PypeBros on September 18, 2009, 10:17:34 am
you'll note on your raytracing scene that shadow cast by "horizontal" walls is much thinner than the one cast by "vertical" walls, since horizontal walls also partially hide the shadow they cast. Instead, in your pixelated scene, you have the same "width" of shadow around the whole scene, which imho doesn't render as nicely.

I also notice that your raytracing had walls brighter than their top, and in some sense, it helped my brain to interprete the scene as a 3D environment.

(http://139.165.223.2/~martin/scene/maptest2.png)

I tried to apply all this and here's what gets out. Okay, i found no better way to highlight the walls than make the whole scenery look like a part of the "Golden Cities", but i hope it still shows the point.
Title: Re: Silverline mockup
Post by: Lazycow on September 18, 2009, 01:47:37 pm
@thedaemon: Hey, I like these eyes! But the darker body looks like the guys are wearing clothes. (which they will finally, anyway)

@Bissle/PypeBros: The light source for the scene is on the lower left. But you are right, I will have to change the shadow of the horizontal walls. However, I am not sure about that bright walls. Maybe I should make the bricks on the top darker. I will test it...

(http://img2.imageshack.us/img2/9063/walktest1.gif) (http://img2.imageshack.us/img2/5775/walktest2.gif) (http://img38.imageshack.us/img38/6195/walktest3.gif) (http://img190.imageshack.us/img190/3258/pushtest1.gif)
updated walk cycles: naked, with metal armor, with cape and staff, attack animation

(http://img11.imageshack.us/img11/6620/showcase4.gif)
finally, I tried to pixel a skeleton. I am somehow pleased with the front view, but I couldn't do it in side view. Help!  :o

[UPDATE]
(http://img9.imageshack.us/img9/1147/skeltest.gif)
new version of a skeleton