AuthorTopic: GR#134 - Dark Interior Achitecture Background - Sideview  (Read 17033 times)

Offline Perihelion

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Re: [wip] Dark interior architecture background

Reply #10 on: August 21, 2013, 03:03:33 pm
The pixels are lovely, but I agree that you need more color in there. I like the red in Anarkhya's edit. Instead of making everything the same shade of gray, perhaps you could have different grayish colors and throw a few darks of other hues in there for more variety?

Offline ptoing

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Re: [wip] Dark interior architecture background

Reply #11 on: August 22, 2013, 01:13:56 pm
Very nice pixeltech and atmosphere, but I agree there could be a bit more colour. It could also be a bit lighter too. I guess that your monitor is set to be pretty bright, or you use a higher gamma/are on a Mac.

Also I think you are using too many colours. Using less colours, esp when you wont be able to see the difference, will always be more managable if you want to do colour edits.

There are no ugly colours, only ugly combinations of colours.

Offline Helm

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Re: [wip] Dark interior architecture background

Reply #12 on: August 22, 2013, 02:10:27 pm
I don't think that's drastic enough. Here's an edit that makes the foreground warm, the background cold.

Offline ptoing

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Re: [wip] Dark interior architecture background

Reply #13 on: August 23, 2013, 06:50:17 pm
If you mean mine is not drastic enough, it was just colourreduction.
Your edit reads really well though. Makes everything very readable at a glance.
There are no ugly colours, only ugly combinations of colours.

Offline Mathias

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Re: [wip] Dark interior architecture background

Reply #14 on: August 24, 2013, 01:12:23 am
Until Helm's background/foreground separating edit, and if playing this game, I might have mistaken that horizontal background ledge where the double pillars terminate and tried to jump on it. Especially with how it's upper edge is lit up, like it's walkable ground.

Very distracting and annoying when in a game, you can't tell what's what, causing you to have to second-guess where you can jump and where you can't. Bad design.

Offline ptoing

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Re: [wip] Dark interior architecture background

Reply #15 on: August 24, 2013, 04:11:28 am
For some really bad design check out Pac-Man World 2 on the GBA (I worked on that, whee).

It has a weird orthogonal perspective where you can walk back up and down as well as left and right. And in some later levels you can not tell whether a platform is higher up or further back. Total arse.
There are no ugly colours, only ugly combinations of colours.

Offline Helm

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Re: [wip] Dark interior architecture background

Reply #16 on: August 25, 2013, 12:12:04 pm
If you mean mine is not drastic enough, it was just colourreduction.
Your edit reads really well though. Makes everything very readable at a glance.

I meant none of the edits so far were drastic enough, I just worked with your version because it had a smaller palette. I made two layers, did photoshop color correction on them, then refiddled with the palette in index on promotion etc etc

Offline Gizmonicgamer

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Re: [wip] Dark interior architecture background

Reply #17 on: August 27, 2013, 07:26:46 pm
I think in the future I should probably avoid making everything blue and reusing colors in so many spots, haha. In the process of making this I somehow forgot about the "value/hue" aspect of distinguishing between layers.  ???

http://imgur.com/tmrI6dv (direct link so you can see it on a dark background)
I'm working on an edit here and I took cues from both Anarkhya and Helm's edit, although somewhat subdued cues. The amount of colors has stayed the same although ptoing definitely proved the point that I could stand to shed a handful of them. I'm still working on separating them some more, though, so I don't think the process of reducing unnecessary colors will come until after then.

I'm happier with where it stands now but still working on it and tweaking it a lot. The things concerning me the most right now are:
  *Something feels off about the separated floor on the upper part, still, and I can't quite place it. Does it need more     separation on the bottom layer, or should I make it fade into black more?

  *I'm not sure how I feel about the tone, now; sometimes I get the impression that the colors are clashing in ways I don't want them to? But other times I don't.

  *It might be too dark still and I also don't know how I feel about the shadowing on the lower half. The pillars might be too light comparatively, as well.

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Very distracting and annoying when in a game, you can't tell what's what, causing you to have to second-
guess where you can jump and where you can't. Bad design.
That was part of the original plan -- that you could jump on it -- but It's not set in stone. I've opted to remove it for the moment .

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Imho, this is lacking in your mockup, and gives it an "all black and white" feeling.
Incidentally, the game started off as being black and white and more and more color has slowly been introduced. That hesitation is probably part of why I forgot to consider hue when thinking about the different layers and the result was something that was more of a flat range of blue shades. This is also partially why i'm keeping the colors less saturated.

I sincerely appreciate everyone's help here and I've gotten further with this and with my understanding of how I should tackle this kind of thing in the future than I would have otherwise!  :y:

Offline Sunjammer

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Re: [wip] Dark interior architecture background

Reply #18 on: September 01, 2013, 01:17:22 am
Quote

The colors here are beautiful! I was wondering what the logic is behind the lighter purple on the pillars. The ramp's prevailing direction seems to be a descent from teal through blues down into purple shadows, giving the effect of a grey-blueish stone being illuminated by direct moonlight. But the jump into purple around the highlight defies that logic. Here's what I mean: http://i.imgur.com/uEWKD0L.png

Is there a color theory reason that explains the divergence or was it just an artistic choice? I seem to recall seeing ramps veer off into purple momentarily in some Castlevania tiles and was wondering what rules, if any, dictate this phenomena.

I apologize if this is the wrong place to ask a theoretical question like this!
« Last Edit: September 01, 2013, 02:56:13 am by Sunjammer »

Offline Decroded

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Re: [wip] Dark interior architecture background

Reply #19 on: September 02, 2013, 07:01:14 am

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Is there a color theory reason that explains the divergence or was it just an artistic choice? I seem to recall seeing ramps veer off into purple momentarily in some Castlevania tiles and was wondering what rules, if any, dictate this phenomena.

I also am very curious how I can make choices such as these.
Not only with purple but those lovely ramps I've seen Helm (and others) do with stuff like dark shades of muddy green mixed in.
It reminds me of this - http://wayofthepixel.net/index.php?topic=13186.msg133574#msg133574
Is there any logic to getting such different colours to blend together so well?
I've been messing around with that off and on for a while but can't seem to grasp it  :'(
How to blend without colour separation??

I think this information would also benefit the OP...