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Messages - Incubator
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General Discussion / Re: HD and pixel art?
« on: June 02, 2009, 09:30:01 pm »
Thanks for the links.

The first example is kind of what I'd like to avoid, but the second one had some promising shots, such as http://spriteattack.cator.de/flash/battleplans/show_jungle.png. In this image, the contrast between the background and the sprites isn't too great, and the shading on the paiting doesn't clash with the sprites. This http://spriteattack.cator.de/flash/battleplans/show_tanks.png, on the other hand, does.

Still, those are good examples of combining the two styles, and if you think of any more please let me know.

Thanks again.

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General Discussion / Re: HD and pixel art?
« on: June 02, 2009, 08:19:47 pm »
I've worked on some games that did this approach, although the backgrounds were still relatively low-res. Are there any examples anyone could point me to where the backgrounds were painted while the moving entities were done in pixel-art?

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General Discussion / HD and pixel art?
« on: May 20, 2009, 12:17:49 am »
Hi guys.

I'm working on an XNA tech demo, and I'm getting to the point where I'll need to settle on the look and hire an artist. It'll definitely be a 2D game, but I'm a bit uncertain about the details.

At full resolution, XBox 360 games run at 1280x720. Now most of the entities in my game are (roughly) 36x36 pixels, with relatively few animations. In addition, these animations consist of somewhat subtle changes between the individual frames, making them quite suitable for pixel art. Larger entities also exist, ranging from 128x128 to 310x310. These sizes might be pushing it a bit, but they don't have as many animations and would probably still be doable in the same pixel fashion.

Now the backgrounds is where I'm a bit conflicted. I expect the backgrounds to be relatively empty and purely aesthetic, with little to no scrolling (meaning that each background would be 1280x720, with perhaps one or two exceptions). Since they do not need to scroll, they would most likely not be tile-based. Some decorative pieces would be nice to randomly scatter around the edges of the field, but that's about it. Still, these are very large sizes that might be outside the realm of pixel art.

What concerns me is having a consistent look, so I wouldn't necessarily want the backgrounds to be hand-painted as it might create an awkward contrast between them and the animating entities. I suppose I could try to go the hand-painted route the whole way much like David Hellman did with Braid (http://www.davidhellman.net/blog/the-art-of-braid-index/), but Braid had very little animations, and none of them were squeezed into 36x36 sprites.

Do you guys think such a game would be doable entirely in pixel art? Or would hand-painted backgrounds still look OK with pixel entities? Do any of you have experience creating higher-res pixel art?

Any comments or suggestions would be greatly appreciated.

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Although it initially looks like the Boktai series is using a dimetric projection (135, 135 and 90 degree angles between the axes), I think it's actually Oblique. The proportions of the axes' foreshortening seem all over the place, giving off that odd, stretched-out look.

I think the artists' approach was to first draw an object as it would appear looking directly over it, maintaining its width and length (x and z axes). Next, the view was rotated 45 degrees to give it that "isometric" feel. After that, the height lines were added as necessary without really maintaining proportions. The end result of this is Oblique projection, which was used in a very similar fashion in Ultima Online.

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You're welcome.

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General Discussion / A layman’s guide to projection in videogames.
« on: April 15, 2009, 01:17:26 am »
Just thought that some of you might find this interesting:

http://www.significant-bits.com/a-laymans-guide-to-projection-in-videogames


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