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Messages - questseeker
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11
Pixel Art / Re: [WIP] Help with a Space Burger
« on: December 06, 2017, 09:04:51 pm »
Palette: good as a whole, but
  • bread should be more orange/brown; it's too yellow, too close to the cheese layer (which looks right).
  • the purple layer looks extremely good, but what is it?
While flattening the top of the hamburger is physically reasonable and a reasonable stylistic license, the distribution of the white dots (I assume sesame seeds) implies an extremely unnatural flat background, not a three-dimensional bun.
To suggest an hamburger shape, most visible seeds should instead be the ones on the top of the bun: seen sideways, very unevenly distributed, and protruding above the bread mass (you can still use the bread as a platform and ignore them for game purpose).

Reference photo from a Google search:
 https://www.google.it/imgres?imgurl=https%3A%2F%2Fwww.metro.ca%2Fuserfiles%2Fimage%2Finfographics%2Fimages%2Fburgers%2F5-COWBOY%2F5-Cowboy-Bun-Top.png&imgrefurl=https%3A%2F%2Fwww.metro.ca%2Fen%2Fproducts-to-discover%2Fmeat%2Fadvice-from-my-butcher%2F5-ways-to-reinvent-the-burger&docid=7u8Vu1gT1yR1YM&tbnid=XVe1XCVTUtmegM%3A&vet=10ahUKEwjaseDCo_bXAhWDVBQKHT94Azc4rAIQMwhcKFkwWQ..i&w=410&h=130&client=firefox-b&bih=782&biw=1538&q=hamburger%20bun&ved=0ahUKEwjaseDCo_bXAhWDVBQKHT94Azc4rAIQMwhcKFkwWQ&iact=mrc&uact=8

12
Pixel Art / Re: C&C animation tests
« on: October 27, 2017, 07:33:33 am »
The details and shapes are good, but I think both animations need about twice as many frames. As they are, they are far too quick and twitchy, and extra frames would allow you to improve some aspects:
  • seeing the feet move in the turnaround test, without confusing them with the tail
  • flexing the legs in discrete sweeps in the turnaround test (now the character spins at uniform speed as if on a turntable)
  • moving the sword up and down in the turnaround test (to underline that the character is keeping balance)
  • moving arms and legs a bit more in the walk cycle (also turning the chest left and right and moving the belt up and down)


13
2D & 3D / Re: More Sci-Fi Tiles
« on: October 06, 2017, 08:09:08 am »
The problems with colors, textures and contrast remain.

Technically, the tiles fit very well, with the only issue being the gaps in the outer walls.
The walls look unnatural because on a starship there is a strong expectation of continuous, tough and redundant airtight enclosures, and the thick light grey outer walls look like they should be one of the most important such structures (in fact, they are probably the main ship hull).
So interrupted and missing walls are bad, but you are already able to fix them by using filled exterior corners (similar to the current interior corners) instead of the current wall-end braces, and by adding walls where they are omitted.

In the new examples the hexagonal floor tiles are well designed but incompatible with the square grid (deliberately tall or wide hexagons would look better than the current wannabe regular ones) and even more incompatible with the rectangular room shapes. However, the exaggerated edges are a good starting point to improve rectangular floor tiles.

The dirty concrete (?) texture, while not bad by itself, is very out of place: dirt, moss and cracks should not exist on a starship. Use it for ground environments (roads, airfields, courtyards...) if there are any.

14
Pixel Art / Re: [CC] Mountain Tiles & Backgrounds
« on: September 29, 2017, 08:46:49 am »
Have you tried filling the platform interior with rocks, like the ones on the edges, rather than a void? You'd only need to draw some low-key rock variations, say 16 all-rock tiles with 2 horizontal edge types and 2 vertical edge types to be assembled randomly, to get pleasant walls.
Different rock shapes and different colors near the platform edges suffice to show platform shapes very clearly; you don't need to mask out and suppress a substantial part of your scene with the potential to look very good.

Examples of whole game series with massive solid platforms: Metal Slug, Wonder Boy, Super Mario bros., Sonic.

15
Pixel Art / Re: SciFi Environment Tiles
« on: September 27, 2017, 09:48:38 am »
Regarding colors, realistic ways to add more include:
  • carpets
  • colorful crates and furniture
  • floors and walls in different nice hues. Only the few unpainted metal objects should remain metallic grey: the large pipes in the second image, common types of catwalk (not in the examples), small details like door rails.
  • unsubtle floor motifs marking the middle of corridors and their ends (e.g. black rectangles with bright floor inside and dark floor outside), replacing the current complex and vague ones
  • painted lines to mark routes (as commonly seen in hospitals), e.g. follow the red dotted line to the bridge. Probably better implemented as overlays of straight, bent and terminal line sections to avoid a combinatorial explosion of tile edge types.

16
Pixel Art / Re: [C+C] Top-Down Tileset
« on: September 04, 2017, 07:23:14 am »
Finally I made some new Tiles for a smaller cliff which I located next to the big one in the example.
Don't you need ramps, stairs or ladders to connect terrain at different heights? Minish Cap has many types, some lateral and some front-facing.
A generic front-facing ladder, embedded in the cliff faces, should be simple (1 or 2 full tiles) and easy to draw.

17
Pixel Art / Re: [C+C] Top-Down Tileset
« on: September 01, 2017, 11:19:32 am »
Very elegant and well designed, given the constraint of filling the tile squares completely. Some possible changes and extensions to try:
  • Make trees and grass two different hues: they are different plants, they shouldn't be the same green. Additional types of trees and grass, which are likely to be needed in a finished tileset, should introduce even more distinct hues.
  • As can be seen in the four corner of the rectangular road, dirt and grass convex corners are different: the former are very sharp, the latter are very rounded.
    Both shapes are good, but they are not compatible: you should have tiles for both corner shapes in both terrain types, and use rounded corners and sharp corners in appropriate cases.
    Rounded corners are suitable for the presumably more common cases of dirt trails on grass and natural patches of grass on dirt or dirt on grass; sharp corners are good for more artificial terrain alterations (e.g. a grass football field on dirt or a dirt tennis field on grass) or to follow very straight structures (e.g. a corner of 3 trees, like you would have at the bottom corners of the example if you hadn't used the dual grid trees to add grass patches).

18
General Discussion / Re: Hackable pixel editors?
« on: August 04, 2017, 08:16:18 am »
Just by reading Gimp's source code doesn't tell me it's the best. More like worst. Gimp has never been a number one choice for most artists, because it's buggy (crashes randomly) and slow, and is missing some basic features. Those are characteristic to open source projects which most are linux based.
As I said, Linux easily beats Windows for development infrastructure. That doesn't mean devs produce complete software (cause they are volunteers, and work on what is fun) - it means developing *is easy and reasonably fun*.  It means Windows-specific bugs hang around because no-one wants to bother with developing on Windows.
It also usually means that the Windows instructions are more complicated because the infrastructure has to be installed, rather than being there by default.

You believe you disagree, but you are actually discussing two different things. Having better, or at least more supported, development tools on Linux, doesn't automatically mean that Linux software or open source software in general is good.
GIMP suffers from inadequate or dated technical choices (GTK+, complex plugin interface, complex and low bit depth image data structures, etc.) regardless of the platform and is as horribly difficult to compile and develop on Windows as other software of similar complexity.

19
Resources / Re: Tools, Resources and Linkage.
« on: July 25, 2017, 03:23:18 pm »
Some dead link repair, courtesy of the Wayback Machine and Google:

PixelStudio - http://pixelstudio.virtualuna.de/ - free - win
shifted to
http://www.virtualuna.de/wiki.php?page=PixelStudioC

JDraw - http://www.j-domain.de/homepage.php?page=20 - free - :java:
moved to
http://jdraw.sourceforge.net/

20
General Discussion / Re: Alien Planet Tileset
« on: July 12, 2017, 08:04:33 am »
If visual references don't "click", maybe you can design your alien caves top-down to gain a more analytical understanding of what you should draw and what you can use a reference of.
  • What's the origin and type of the caves? They might be mixed (e.g. an underground high tech secret base hidden on the far side of a roughly dug mine accessed from the back of a large limestone dome with stalactites and stalagmites).
  • What colours and textures of rock are present? Are there other materials and surfaces, like water pools and streams or minerals?
  • What details mark the caves as alien rather than terrestrial?
  • What features (e.g. stalactites and stalagmites, bat guano, moss, bones...) are common and characteristic enough to appear on tiles?

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