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Messages - andy_w
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General Discussion / Re: 8 Point perspective with Tesseracts?
« on: May 13, 2009, 11:16:47 pm »
if you assume the fourth dimension to be time instead of another spatial dimension, then technically, 2D animations are like low resolution (few frames instead of a "duration" of movement) 3D images (with time instead of depth for the third dimension) and a 3 dimensional holographic animation would be a 4-dimensional image.

you mentioned tesseracts / hypercubes, though. I don't really believe those can be accurately represented in 2 dimensions without losing most of the spatial meaning of the shape, and I dunno about 8 point perspective. It'd be interesting to see, though.

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Pixel Art / Re: Sidescroller mockups!
« on: May 09, 2009, 03:28:10 am »
I like the simplicity and I think it works well to convey a nice atmosphere
In the third image, the hair blends with the trees a bit, but otherwise it looks nice.

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Pixel Art / Re: SOS cave tiles
« on: January 15, 2009, 06:09:49 pm »
Okay, yeah, I think see what you mean about about them being a poor choice for open spaces.


How about huge rocks instead ? or even some kind of oversized glowing mushrooms or whatever would fit your game's mood. My impression from those tiles you've done is that they are a stunning base for those kind of "exploring an hostile alien planet" game we used to have in the 8-bit era.

(http://www.itchstudios.com/psg/exile/exile-ish.htm could show you what i've in mind)

Now it's up to you. Do *you* think those darker tiles make a good job ? what kind of environment did *you* intend to have ?
I definitely wasn't going for an "exploring an hostile alien planet" look, unfortunately. Though I do agree that they contain very much the same mood as those from such a game as Exile.
I intended to have a large open cave arena environment. Because this cave is where the violent democratic primaries will take place, I want it to look like a wide and open space while still having enough structural variation to make for interesting firefights.

I imagine that your giant rocks in the background suggestion would work very well, and I'll try that next.
I really need to finish these tiles up, though, because I hope to get some sort of a demo out by Tuesday.

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Pixel Art / Re: SOS cave tiles
« on: January 14, 2009, 08:44:27 pm »
Ah yes, I see the lines under Obama in the screenshot. I'll go fix that

I see what you mean about the squareness of the dirt-to-flat transition tiles
I'll do something or other to make them rounder. Making diagonal tiles wouldn't fit into one tile each with the current thickness of the transition tiles, so i'll try something else

Thanks for the feedback

edit: I added more tiles for the square corners on the transition tiles and fixed that tiling error

I also duplicated and recolored this tileset to make some background tiles.


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Pixel Art / SOS cave tiles
« on: January 14, 2009, 03:21:21 am »
Hello Pixelation

I was looking for some feedback on some tiles I'm doing for a game called Super Obama Story
So far I've heard that it could use more contrast and I've given it slightly more contrast, and I believe they may have some minor tiling issues.

the tileset (the bottom right is an old tileset which i used for reference)

an example of them used in a level



I am also looking for suggestions on making further (back layer) tiles for the game

Any suggestions or critiques are appreciated

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