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Messages - Cyangmou
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871
That tutorial is just...  :y: :y: :y: :y: :y: :y: :y:
Wow. You certainly covered everything there, Cyangmou. :)

nah I only covered the all the things I started to talk about atm. There is much more to mention which is also quite important - especially for beginners.

I widened the cube tutorial a bit, and made it fitting for this tutorial here. Also added a second construction method and some notes about resolution.

Ahh and right if you find some spelling mistakes or grammar mistakes, just point them out. I'll remove the mistake in the first part soon.
I also saw that the last paragraphs of the 2nd part have some mistakes in it. I will also make there some changes.

here part 3 - the cube/box part. see post below

Ah and yeah, it's only a tut about perspective, because of that I won't do the step by step parts for spriting something in detail.
I also can't promise that all the examples I bring will be completely polished to the end. Althoug I have some (maybe enough) stuff from some my game projects which I'll use for demonstration.

872
Pixel Art / Re: [WIP] Adult Scootaloo + Cloudy Scene
« on: June 10, 2012, 11:23:52 pm »


-you are wasting far too much colors with antialiasing - be more creative with your palette, I for example eliminated some colors while I increased the background colors and nobody will recognize it
-if you draw clouds, make sure that they look like clouds - soft and fluffy
-long horizontal lines in the water are working better for this scenario, also reflexions from the clouds will liven up the background enormously.

873
okay, I took all your suggestions into account carnivac, should be OK now.
I also made another part - with a bit from my personal knowledge treasure.

links: (if the images don't work)

Link Part 1






874
@carnivac: I wasn't even born at this time and don't played anything that old, except the nintendo arcade games. I played Anno, Sims and Diablo with 3D Iso.  
It's only a number, easy to edit - I'll change it later to 80's and 90's.
If you aren't sure it'd be great if anybody who has experiences of that time could prove it, just to be 100% sure.

875
Great stuff!
Although it might be a bit complicated to someone new to the concept and all the terms..
Having the tutorial split into a simple basics part and then a more advanced in-depth part would be best.

I also agree that it's fun to break the rules and add in weird perspectives that do not actually make sense.
Just like A link to the Past or Minish Cap..
Because otherwise everything usually looks extremely square and straight, which can be quite boring.

But to break the rules you first need to learn how to follow them ;)

there are a bunch of very basic terms which everybody should know I guess. But however, it's maybe necessary to get an overview first and why we use these established perspectives. I think it's necessary to recognize the difference between 3D iso and 2.5D iso. 45° (ultima), other axonometrics (e.g. 180 - 60) are dead.
more important than looking straight and flat is the hiding of the tile grid. E.g. SD3 was pretty good with hiding it and it looks beautiful although the environment graphics are done without breaking the rules often.

Because of this I made another part with some very popular examples and explaining some very basic terms. This time I also used a text tool. Looks a bit more professional than my handwriting. Maybe It'd be also a good idea to overwork the other part later, maybe I'll do this if there is time. I also think that we need at least one example more to make it really convincing. I am thinking of a treasure chest, which is simple enough to imagine but hard enough for a beginner to construct and to learn the basics.

If I am right the other themes (apart from the trees) we also have very often here are "the" grass tile and creating human bases for RPGs

Here the part I made today:
-posted an edited version below -

Credits:
The font is from Joschua Sauer's "Nicht Lustig" cartoons/page.
Also credits to all the artists who created the graphics of the examples

P.S.: @Helm: you posted tons good stuff here and I learnt really a lot from you so far - especially as I started with pixels, so I think it's good that I can finally contribute something to pixelation.

876
You can use this, made it for that tree topic and it seemed to be fitting. I don't explained every detail, but I think it's possible to understand axonometric perspective with it.

However it's not senseful to draw everything in the correct perspective if it comes to games. sometimes cheating and breaking rules leads to surprisingly better effects. especially with a small resolution (8x8, 16x16 per tile) it's important to "improve" the perspective of charakters and monsters to have a better readability. A correctly in 45° perspective drawn charakter looks mostly like a midget. But another surprising thing is that most people don't even recognize that there are different perspectives, as long as you don't ask them for looking exactly at it. But this is more about the topic of breaking artistical rules.

877
Pixel Art / Re: Help with a Tree
« on: June 09, 2012, 03:54:05 pm »
Should be self-explaining...


878
General Discussion / Re: How to calibrate your monitor?
« on: June 06, 2012, 04:13:27 pm »
I took myself a hour to recalibrate both monitors with the site you linked Ai.
I found out that the Laptop monitor has general a better distinguishment of the black tones, but the colors are duller.
I also found out that the problem I have with the black tones is obviously caused by the gamma value. I adjustet my gamma so that it's near to the 2.2 value (most 2.1) but I made it a bit brighter. The good thing is now that I know that my extern monitor had to much contrast and was to dark (as I feared).
The black level test was quite exciting to. I improved my calibration a lot (from 13 down to 7 visible).

Thanks for that great link Ai

879
General Discussion / Re: How to calibrate your monitor?
« on: June 05, 2012, 11:35:37 pm »
I am not trying to sync the monitors (@ facet). I know the Laptop monitor is by far weaker than the extern monitor. As the moment it's nice to compare the impression (@blumunkee). The site you posted seems to be pretty nice and I definitely have to check it out (@ai)

The main problem I spotted so far is that I simple don't know what's right and what's wrong with the calibration. FOr example with the HSV color system it's at the moment hard for me to tell the difference between 0 (pure black) and 20 - they all seem to be pretty dark compared to light tones, and if there is a slight gradient between 5-10 it's hard to tell that here is a gradient. I tried different calibarations and all have their own advantages and disadvantages - the really bad thing is that it's also impossible to make sure that the colors of the images you are create are looking good on any monitor. I don't checked out the site and  maybe it'll help me, but the big question for me is if it's even worth to think about this (have oyou ever asked yourself similar questions?) or if I simple have to invest money in a new and professional extern monitor to make sure that my result will look good on other monitors too.

880
General Discussion / How to calibrate your monitor?
« on: June 02, 2012, 10:44:16 pm »
I am using 2 monitors (laptop disply + extern monitor). The thing is that the colors appear really different on each one and the brightness/contrast level seems to be different to.
Although I tried to calibrate the monitors right I am not sure if I did it right (calibrated both of them more than once). Because of that I wanted to know if somebody has a better method to calibrate the monitor than try&error.

How should the colors appear? (the black tones seem to be equal between 0-10 brightness level graphic program on a high contrast monitor) Is it better to divide between the dark tones while the brighter tones get very light and desaturated?
How do you usually calibrate your monitor?

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