AuthorTopic: Polluted Sky  (Read 10126 times)

Offline Mathias

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Re: Polluted Sky

Reply #10 on: January 28, 2011, 10:25:54 am
Yeah, I really prefer the shaded leftmost round silo thing and tube. Their style is way better than the other flatter buildings.

Offline Moribund

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Re: Polluted Sky

Reply #11 on: January 29, 2011, 12:57:09 am
I want to play this game already. I hope you'll put some colour variation in it though, maybe like symbolic neons or something.

Offline Mush

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Re: Polluted Sky

Reply #12 on: January 31, 2011, 06:15:41 am
Started separating it into layers.



Storyboard for beginning of game.



Robo concept.

Offline Mathias

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Re: Polluted Sky

Reply #13 on: January 31, 2011, 06:32:22 am
Not understanding. Why separate the sky like that?

The robot sketch is the user character? Most of that detail will be lost in the actual sprite I'm sure.

Offline Dusty

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Re: Polluted Sky

Reply #14 on: January 31, 2011, 06:35:55 am
Not understanding. Why separate the sky like that?
Parallax scrolling?

Offline Mush

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Re: Polluted Sky

Reply #15 on: January 31, 2011, 06:39:13 am
I want the sky to have a slight parallax effect.

And yes, I realize details will be lost, I just went a bit crazy. Sprite will be posted later tonight.
« Last Edit: January 31, 2011, 07:24:30 am by Mush »

Offline Mathias

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Re: Polluted Sky

Reply #16 on: January 31, 2011, 07:13:28 am
What?? How does your layer breakdown facilitate parallaxing?

Offline Dusty

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Re: Polluted Sky

Reply #17 on: January 31, 2011, 07:22:17 am
What?? How does your layer breakdown facilitate parallaxing?
I dunno if I should be speaking for him, but I suppose he's simply dividing the background into sections of depth. It might not look right, but I'm sure he's working with it in a way that he know will work.
« Last Edit: January 31, 2011, 07:24:34 am by Dusty »

Offline StaticSails

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Re: Polluted Sky

Reply #18 on: January 31, 2011, 04:53:28 pm
What?? How does your layer breakdown facilitate parallaxing?
I dunno if I should be speaking for him, but I suppose he's simply dividing the background into sections of depth. It might not look right, but I'm sure he's working with it in a way that he know will work.
I know I shouldn't be speaking for Mathias, but here goes nothing.
We're familiar with parallax scrolling, but aren't things like skies and clouds set up in straight lines to give the illusion of endlessness? Some time ago there was a user that was making some amazing parallax backgrounds. Maybe they were just endless backgrounds... regardless they follow similar rules (of thumb).

Though I guess this could work because mountains are frequently used on parallax backgrounds.

I guess we'll have to wait and see how this works out THEN address the issues.

Mush, I'm a little worried about the dithering you're doing with transparent. If your light golden dithering goes over one of the darker colors then it might look ... off. But I would like to see some dithering within each parallax layer.

On behalf of Mathias. ;]