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Messages - Infinite Segment
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11
Pixel Art / Re: 'Advance Wars'-style Mock-up
« on: September 27, 2010, 12:35:06 pm »
But then the ENGINE is in peril. I would rather have a running tank than one without a gunner and/or driver. To me that makes more sense, but then again I guess I'm no engineer.
IIRC That's what the Russians did; Western countries prefer the safety of the crew over that of the engine. And besides, the engine can be replaced; Fixing a broken tank and pressing it back into service (into the same war it was damaged in) is not uncommon.
Either way windows on a tank or any armored vehicle look bizarre, and IMO it is beyond cartoonish. Then again, this is your art and you should decide what goes into it and not some internet smarty-pants :)

12
Pixel Art / Re: 'Advance Wars'-style Mock-up
« on: September 26, 2010, 10:31:17 pm »
The front and back views should be wider.
Geometrically speaking, the front and back views should be 1/sin(angle) times wider than the side views (assuming we are talking about the vehicle's top plane).
I'm having trouble deciding what angle we are viewing this from so I'm not really sure if you are correct or not. (Judging by the helicopter's propeller we are looking at a 40-45 degree angle, so roughly sqrt(2) is the correct ratio, which means you are right)

Either way, it is important to remember the magic of geometry if you want to get these things right.

As for the latest mockup, I think that the APC (I'm guessing it's an APC, top left of the four) is a bit bland and strange looking, especially from the front and back views. It looks like a box, whereas in reality they tend to look more curvy (at least here they are often tanks that had their turret removed and then refurbished a bit so they look like tanks), unless you want something ugly like this: http://he.wikipedia.org/wiki/%D7%A7%D7%95%D7%91%D7%A5:M113A1-latrun-1.jpg (found this wikipediaing around for how they look in reality. You might want to go with something cool like this: http://en.wikipedia.org/wiki/Namer_%28vehicle%29 ;) )
Also, do the two bottom vehicles have windows in the front, or are those supposed to be grilles? (windows make no sense, first because they'd be a huge vulnerability and second because that's where the engine usually sits.)

13
Pixel Art / Re: People on the move
« on: September 25, 2010, 11:35:24 pm »
Overall very cool, but a few things slightly bother me:
1) Bottom right - there's the green tree trunk, the blue tree trunk and in between there's a bright gray\green\blue\background-colored bush\thing. It looks a bit weird that the bright color returns, it is as if the green tree is very small.
2) There are two main grass clumps, one juts to the left and the other to the right, which seems a bit weird (that look is usually reserved for when the path through the forest is 90 degrees to the image plane so we can see there are two sides to the path), I think it would look better if they both faced left.
3) The previously mentioned flying pixel.
4) I'm not really sure whether I like or dislike the vertical lines.
5) The stance on the guy to the left seems a bit strange, is he facing away from us and holding the rope in his right hand while his left is outstreched and he is leaning backwards?

14
Pixel Art / Re: Sky for C64 game
« on: September 24, 2010, 03:02:51 pm »
The new sky looks nice (maybe a bit too straight), but I agree with ptoing, the sky is a bit too busy and is drawing attention away from the playing area. The highlights he added actually help prevent that by making the platforms pop out more, drawing your eye down again. (And of course his sky is less busy, partly because of the muted clouds [though they don't look very nice] and partly because of the lack of sun.)

15
Pixel Art / Re: SMB 1 sprites
« on: September 20, 2010, 05:50:10 pm »
Edit: Oh, another thing. I wrote a simple tile based boulder dash type lava routine once, so I drew a lava puzzle into my map. The routine works poorly with water since it's more fluid. Lava can get away with being chunky.
I can't say for sure without knowing the algorithm, but I'm pretty sure it should be quite easy to program more "watery" water physics.
I haven't tested it, but I think this should set you up:
Code: [Select]
Pseudo Code:
for (x = each row from bottom to top)   //go over the entire grid. start at the bottom so all particles can fall in the same iteration and not block each other
 for (y = each column from left to right)
  if (there is a water particle here) //try and see if there's a place below to move it to
   i<-0
   while (searching)
    if (can search left)
     if ( there is a free spot in [x-i,y-1] )
      move the current water particle there
      stop searching
     if ( there is an obstacle in [x-i,y] ) //if there's some obstruction that should prevent this particle from going further left or right
      can search left <- false
    if (can search right)
     the same but with x+i
    i<-i+1
    if (cant search left and cant search right)
     searching<-false

16
Pixel Art / Re: Chocobo
« on: September 10, 2010, 09:22:26 pm »
It might just be me, but it looks like the legs, body and head are all pointing in different directions, the body specifically seems to be pointing more to the left and a lot higher than the legs are.

17
Pixel Art / Re: [WIP] Adventure Game Girl
« on: July 16, 2010, 02:24:06 pm »
I'd say her stance is off, her right leg (our left) looks like it is almost pointing backwards while we'd expect both legs to face roughly the same way (just try and emulate the stance she is posing in and you'll notice how unnatural it is, and then look at yourself standing idle naturally and see the difference.)

18
Pixel Art / Re: RPG cave tiles, nes pallete
« on: July 14, 2010, 07:30:18 pm »
The thing that's really bothering me (and I'm sorry I can't provide better C&C, as you can see I'm a newb :) ) is the grey color you use in the shaded floor tiles (3rd from the left, 2nd from the top in the original post), the grey is more eye-catching (and I think brighter) than the brown that it is supposed to shade.

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