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Messages - Magpie
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2D & 3D / Re: Game map landscape critique
« on: August 30, 2017, 02:31:19 pm »
If you're not zooming in and out, you should be able to match the size of the sprites displayed to be exactly the size of the images, which will give you better control over how they look in-game. What engine are you using? The only one I have experience with is Unity.

The green patches don't really read as trees, especially when compared to the scale of other parts of the map. Maybe try adding faint tree shapes?

Here, I did a quick sketch to demonstrate:
without trees:

With trees:


you could also add snow to the top of the mountain to make it stand out more:

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2D & 3D / Re: Game map landscape critique
« on: August 25, 2017, 01:57:38 pm »
I have a few suggestions for improving the "crispness" of th mountains. Firstly, what file format are you using for the images, and what import setting are you using for whatever game engine you're using? The images look compressed and blurry, which is contrasting with the sharp edges and making them look like paper cutouts or stickers. Assuming this isn't the look you're aiming for, you might want to either save your mountain sprites in a non-compressed format, or (especially if the map can be zoomed in and out of) increase the size of the image.

Also watch out for the line around the edge of the image. That might be caused by settings in your game engine, or you may need to continue the images further outside the line where the alpha cut-off is, so that the image compression at the edges doesn't "bleed over" into the visible part of the image.

You might also want to try removing some of the mossy texture and bumpiness and focusing on making the 3d shape more readable, like with your sand dunes.

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2D & 3D / Re: Game map landscape critique
« on: August 24, 2017, 10:17:36 pm »
Not bad at all!

But... question... how is this pixel art?
This isn't in the pixel art section of the forum.

4
I think it would get a bit anoying all the time, but I could see this making a nice "intro" effect that fades out once the level actually starts. Or maybe as a damage effect if you have a tech theme going on.

5
I prefered the first version, except for that laptop screen. It's too bright, it draws attention away from the rest of the image, particually the light coming through the window. I'd keep the first version, just get rid of the yellow and reduce the screen glow down to the same level as the other screens. If you do want that screen to stand out, maybe try having it light blue so it contrasts with the yellow sunlight?

6
Pixel Art / Re: [C&C] Knight Climbing Animation
« on: September 11, 2016, 11:19:53 am »
It looks like the arm and leg are moving at the same time, which isn't how people climb. The natural sequence for climbing is Right leg/Left arm/ left leg/right arm

I made you a simple 4-frame animation:


This can be simplified further into a 2-frame animation where the arms and legs just alternate:





7
What Mathias said, basically. Get something down, anything, and then we can start giving some feedback.

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Pixel Art / Re: [WIP] Copperplate font
« on: April 05, 2016, 11:10:54 pm »
Thanks for the help everyone.  ;D I'll try to get a mock-up put together of what it'll look like in context.



The lightness of the AA creates some noticeable line breaks I think could be avoided.


(make sure to magnify this for detail)

Here're two ways you could approach AAing your font. The A on the left has value clusters based on line weight, and the A on the right is anti-aliased in a more "traditional" way based on pixel edge. I feel as if the traditional one loses some of that calligraphic line style, but that could just be my own human error...The ab on top uses a mixture of both methods.

Also, I mighta over AAed it  :ouch:

I'm liking the one on the left, it looks a lot more natural.

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Pixel Art / [WIP] Copperplate font
« on: April 04, 2016, 10:56:19 am »
Hello,

I'm working on a copperplate style font that's intended to be used in in-game books and journals. Here's what I have so far:
(These are intended to be viewed at 2x size)



I'm aware some of the individual letters might be difficult to read because of the way it's stylised, but I'm not overly concerned about that since it's supposed to look handwritten. Here's an example of the font in use:



What I am looking for feedback on is the smoothness of the letters. I've started on an AA'd version, but I'm worried that I'm overdoing it and loosing the pixel art feeling.



Should I continue on the AA'd version, scrap it and stick with the non-AA'd version, or try to make a version that uses antialiasing more sparingly?

Thanks  :)

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