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Messages - oxysoft
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1
Pixel Art / Re: Sewer Environment
« on: December 28, 2015, 07:37:14 am »
Nice ideas Seiseki.  simple and very effective.

building off of seiseki's edit, I just had a little fun playing with the colors.  I think the palette is lookin a little too linear so i did some hue shifting.



Wow, it's shocking how much more alive this looks with only a few quick and simple changes.

2
Pixel Art / Re: [WIP] Spaceman
« on: December 28, 2015, 07:25:02 am »
here's an update:



Looks nice but there are some issues.

1. I also think that the dithering is too much. I feel like the material should appear shiny and polished but it doesn't exactly come off that way right now.
2. Second, you have a LOT of banding throughout the piece. You need to work towards removing it because it is very detrimental to the end result.

3
Pixel Art / Re: 3/4 perspective house wip (city/town tileset)
« on: December 28, 2015, 05:45:06 am »
And if you wanted a vanishing point, keep it consistent.  I always find it helpful in things like this to focus on the roof line.  Then everything falls into place better.  I had to squeeze, shrink and stretch to get the roof to line up.

Edit:



Cool changes, you gave me some ideas with that. I think I'm gonna go with the regular 3/4 perspective because I think it will make more sense in the long run. I tried to incorporate those shadows to better the presentations in the meantime, removed the window on the second floor until I'm good with the base structure of the house, and I copy pasted the small roof held by the two pillars and stretched it for the main roof parts (as a quick and dirty temporary hack)



I'm running into a bit of a problem right now though: I try to keep all slopes at fixed steps to keep everything looking tight and "polished" but it's becoming very very difficult to make everything fall into place and abid by this rule both at the same time. (i.e the roof) Any idea what I should do with this? As far as I know, the only solution is to antialias stuff but I'd like to know all my options before resorting to that...

4
Pixel Art / Re: 3/4 perspective house wip (city/town tileset)
« on: December 24, 2015, 04:32:53 am »
What's tripping everything up is the projective inconsistency. On half of it you have a close 3/4 projection, and on the other you're introducing a vanishing point. It's basically saying surfaces that should be parallel are not, and some surfaces are special and ignore the fabric of game spacetime. So the biggest fix will be to remove all vanishing points, which by their nature make any sort of top down gameplay impractical. Second I would squash the y a tad since it would be more appropriate to see more of the tops of things than the sides.

That makes a lot of sense, I did not even think about it. Is there a general rule/ratio to go by for the y? example:



Where should the slope further back begin and how steep should it be? Right now I have it begin on the y where the first slope ends and is as steep as the first one.

and also, what are the best games to study for this perspective? I know it was highly popular in old RPGs but which ones are best for study?

5
Pixel Art / Re: 3/4 perspective house wip (city/town tileset)
« on: December 22, 2015, 12:51:56 am »
Pretty big update



I need some serious c+c. Trying to get the shape/silhouette of the whole thing done before doing any kind of texture. I still feel like the perspective is wrong though :/

6
Pixel Art / 3/4 perspective house wip (city/town tileset)
« on: December 18, 2015, 02:55:21 am »
Before I start, this is what I have




and this is the reference I picked, which I follow loosely, but close enough that the final shape of the house will be the same



I'm trying to have a style similar to Mother 3. (simplified textures and details) I placed the main character in front of the house to better demonstrate the scale. I'm struggling with the perspective a bit right now though, especially that triangle structure  above the 2 pillars.

Any tips to better understand this perspective and make it work or does it all come with practice, experience, and tweaking? Also, the door should be pushed back further in like in my reference but I don't understand how I'm supposed to make it look that way with this view.


Edit:



I adjusted the perspective. Is it better or?

7
Pixel Art / Re: [CC] Sky Chasers iOS game
« on: November 22, 2015, 02:20:08 am »
Here's a small gameplay detail I noticed in this gif



The two logs that retract back should twitch a bit right before extending. That would give a bit of anticipation as well as give a visual cue to the player that they're about to extend. By the way, the coins when they bounce around and rotate look excellent.

8
How resource-intensive is the shadow-skewing (real-time and on-load pre-skewing)? If you're going to give options anyway, maybe have that one instead of the generic shadows, for people whose computers can handle it, and who are as terribly put off by the vertical shadows as me and the previous commenter are xP It's better to have options between "meh, but fast" and "awesome, but compiter-melting" than between "boring" and "meh" xP Since you fixed a lot of other stuff since starting this thread, the shadows have become the thing holding it back the most, in my opinion - the one stiff, ugly thing in a screen full of cool.

Depending on how the game is programmed, it could be done such that there is no performance hit at all. Using OpenGL, he could simply shift the bottom row of vertices for a quad and the quad would render skewed without any other complications or even affecting speed at all.

9
Pixel Art / Re: Player hud for space-ish game
« on: November 18, 2015, 06:21:49 pm »
Oh yeah, I did forget to mention that I switched the exp bar and cooldown bar based on the logic that there would be less travel time for the eye to look at the cd bar if it was on the right. Thus, the exp bar is now placed on the left where eye travel time is highest. It's a very small difference in travel time but I think it's worth it :) Well, the cooldown bar isn't that much more important than the exp bar anyway, it's there for show more than anything. (it'll be a bullet hell type game, cooldowns are short and you just hold the joystick to shoot)

And yeah, now that I look at it from a fresh eye, it does look a bit crowded now. I'm probably going to revert to the old exp bar.

10
Pixel Art / Re: Player hud for space-ish game
« on: November 18, 2015, 05:54:34 am »
Okay so I sat down and really studied things. I ditched the helix idea and went with simple ticks for the HP. Every single column of that bar is clearly visible and will convey the most information. I went a step further and realized that by setting it up such that the first and last columns end on a bright tick, adding another degree of precision. The cooldown bar has cool new pattern which I think fits nicely and I also tried something else for the exp bar. I also made it so that the empty bars have the same pattern as the filled version. Finally, I switched up the font and and colors of the text.



I'm not sure if the colors are good, although I think they should be (I shouldn't do art with Flux enabled   :'()

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