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Messages - Adam
Pages: 1 2 3 [4]

31
Pixel Art / Re: Oblique perspective EGA RPG
« on: March 29, 2013, 12:15:17 am »
@PypeBros:
That's an interesting idea, though I don't know if it is worth it:


@Facet, Ymedron:
That ("looks like high summer sun", "evening light mood") is exactly why I'm not so sure about it. Those shadows clearly define an environment light, which I would avoid if possible (allowing day-night cycle and seasons).

Anyway, here's an other attempt wit color-swapping:


And some dolls:

As usual, female ones didn't turned out that satisfying.

32
Pixel Art / Re: Oblique perspective EGA RPG
« on: March 27, 2013, 10:32:18 pm »
@Parkerbaby:
Yeah, the head and legs probably suggest a slightly less skewed projection, but as trying to remedy this only made the poor animal really weird.

@Helm and PypeBros
I was thinking that dropping the shadow the other way would show a lot more of it. But had a "Knights of Legend"-like try at it too now:

I'm starting to like the non-dithered, strong shadow.

33
Pixel Art / Re: Oblique perspective EGA RPG
« on: March 26, 2013, 11:47:36 pm »
@Ymedron, Seiseki:
Right, lowercase letters with different height are usually more easy to recognize. The font I did there with the funny "t" is based on the gaelic-celtic typeface, that's why the unusual letters.

@Seiseki:
I actually taught typography, but that seem like a hundred years ago. "The lower cap letters should follow the same line" seems a sensible guideline, but some letters (d, p, b...) do seem a bit inflated when I strictly follow this rule (in pixel-height not percieved height).

@Mathias:
Well, both palette and perspective communicate the player that he/she has to put effort into the game. But to be honest it was just me being lazy: I don't have to struggle to manage an own palette, and don't have to draw that much directions for the actors.

@Helm:
I already spotted you on that blog in the comments some time ago.
I dropped shadows in my initial game design because it emphasizes the small cheats I've done with inconsistent lightsource shading. Beside that day-night cycle is also intended, and  a static shadow could be awkward,I thought. Nevertheless I did gave it a go now. I'll be studying those screenshots, though I'm trying to avoid that much noise, as I'll display a lot more interactive objects, and they'd go lost in that much noise.

@BladeJunker:
Yeah, I'm still not quite sure why a large number of games do use white as skin color.
Slanting is now scratched, but I'm putting text AA on ice for a while until I find a way to pull it out nicely with these colours.
I wouldn't really like to use lo-caps text. I always read, that non-capital lowercase letter are much legible. I might do some experimenting there though.

So I haven't progressed that much this time. There's a new sceenshot:


With (my) programming limitations in sight I decided to use 50% black dither for shadows. It's probably not the finest, but it does work, and I try to avoid larger pure black clusters, for they will be used for non-visible areas.
Changed the wattle and daub tile colour to white, inspired by those "Knights of Legend" screenshots.
And a bit more text test. I chose to carry on with the last font: it still has some fancyness and maintains a clear and recognizable typeset.

Also tried a different style on trees:

It looks quite good in 1X in my opinion, but somehow falls apart if magnified.

34
Pixel Art / Re: Oblique perspective EGA RPG
« on: March 18, 2013, 10:25:39 pm »
@Helm, Matthias
The text was just a placeholder at first, though I kinda liked the result. As text will (would - it will probably never be done) only appear on that paper and tooltips, background color would not be a problem. The problem is I s.ck at AA with this palette. Colour values are so badly distributed, that there's only four or five levels, and up until now I couldn't find a way to make it work.

I did played a bit with the text though.
Original text:


Original text with AA:

(I think I overdid it a bit, and just made it less legible)

Also tried to make some more legible font:








@PypeBros
That sounds interesting. I would gladly read your experiences there.

35
Pixel Art / Re: Oblique perspective EGA RPG
« on: March 18, 2013, 03:27:49 pm »
Thanks!

Yeah, EGA skin is almost everytime that awkward.

Hmm. The game is intended to be 320x200, so at least 3x. I think the yellow hair isn't  that disturbing against the skin with that big clusters.

I really like what you did there with the inventory slots! I tried to recreate it, but couldn't achieve the same effect somehow.

Then I solved my problem with a GUI redesign: the text window was too small for longer text messages, so by moving the inventory beside the paperdoll I won some lines and lost the big empty area to fill. Two birds with one stone.

I also like what you did with the paper texture, though I think it may probably make the text a bit harder to read.

36
Pixel Art / Oblique perspective EGA RPG
« on: March 17, 2013, 05:57:36 pm »
Right, very creative title.

I had some free time this weekend, so here's how it ended.

I started with the mockup I did two weeks ago:

(Piece of paper in the bottom right corner heavily based on Arachnes fantastic cavern mockups, fence tiles on Ultima VI.)

I really liked the result, and as I was dreaming to make an RPG for years now, I decided to play with it a bit.

To be useful in my never-to-be-done RPG it there had to be tiles, so I did a small test tileset:

(Again some tiles are heavily edited Ultima 6 tiles - wattle and daub walls and the bear)

Tree recolors for autumn versions.

Unfortunately there are no oranges in the EGA palette.

GUI. Plain gray was a bit boring, so here, are some variations. I'm not very satisfied with them.


Although I liked that chubby paperdoll guy, I redid him in Ravenloft-Menzoberranzan stance to facilitate further work:

(chainmail pattern based on Might and Magic)

So that's what I have now:






There you see the different seasons, and how the tree tiles can be used for larger trees and bushes.

And some dropped tiles:

That wide ring is based on some icon, but I don't know exactly where I found it.

Any comment and critique is welcome! Especially for the GUI.

37
General Discussion / Re: Altered Beast - a cluster study
« on: December 02, 2012, 08:06:49 pm »
Looked interesting, so I gave it a try too. That low contrast palette is really hard to work with.


Helm: I like the way you sculpted the legs. Great volumes. I think I will study it a bit longer.

38
Pixel Art / Re: Perspective and Character question
« on: July 06, 2012, 09:35:16 am »
This kind of view implements a mix of parallel and perspective projections resulting in a vanishing line instead of a vanishing point. Looks rather uncomforatble especially if you would like to implement this perspective to the characters or objects (you also have to rescale the sprite):



I would recommend using sideview character sprites and smaller objects (or slightly iso-ish like Ashbad-s example), oblique projection for mid-size objects (like a table) and this funny projection for the really large things.

39
Pixel Art Feature Chest / Re: Desert Character Animations
« on: June 12, 2012, 02:01:31 pm »
Lovely great sprites. Not much crit about the sprites themselves. Just a small one on the stance: I was at an archery training some weeks ago, and my trainer repeatedly warned me not to lean backward as your first guy does. Rather forward. I know it enhances the pulling animation, it looks probably better your way, just pointing out.

40
Pixel Art Feature Chest / Re: Pharaohs Return (C64)
« on: June 12, 2012, 01:49:18 pm »
Was also experimenting with the sprite a bit. I agree with the black outline separating the sprite from the background. With a bit of loss in colors you can probably do it without losing detail as in the previous examples:



By the way, why sticking to the classic Mario stance?

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