AuthorTopic: Futuristic tiles/ other things  (Read 8289 times)

Offline alex pang

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Futuristic tiles/ other things

on: August 27, 2013, 06:54:05 am
Tiles for a coop project.

And !!!
An undergroundlevel mockup!!!


Right now this is the newest edit

these are floating platforms, will change them later to be more "usable"
or lets say help user see what he can jump on...

Offline Arne

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Re: Futuristic tiles/ other things

Reply #1 on: August 27, 2013, 11:36:48 am
This is looking real nice! Maybe the volume sculpting on the green robot/guy is a bit strange with the highlight popping (competing with the eyes?) and the various hues in the shade makes the whole figure a bit muddy looking.  Subtractive internal black/dark lines also tend to make a figure a bit muddy looking. Why not use an approach similar to that used on the terrain (where contrast is used to create invisible lines).

Played around with it and went off at a tangent, perhaps.

Offline alex pang

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Re: Futuristic tiles/ other things

Reply #2 on: August 28, 2013, 08:56:05 am
This is looking real nice! Maybe the volume sculpting on the green robot/guy is a bit strange with the highlight popping (competing with the eyes?) and the various hues in the shade makes the whole figure a bit muddy looking.  Subtractive internal black/dark lines also tend to make a figure a bit muddy looking. Why not use an approach similar to that used on the terrain (where contrast is used to create invisible lines).

Played around with it and went off at a tangent, perhaps.
Thank you arne,
I liked your edit, especially the teeth, and your solution for the eye problem.
I tried to play around with it, but I think I "redid" some of my older mistakes. (too much black?)
Still not finished though, will post newer versions as I progress....



Will update later

Offline Arne

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Re: Futuristic tiles/ other things

Reply #3 on: August 28, 2013, 12:14:10 pm
One thing which helps is doing several frames of animation. Once you start on those (e.g. run, jump, idle) you'll notice that certain things which seem optimal at a still frame are not when doing animation. I find that when doing animation I often have to change my initial design a bit (I mostly start with the idle frame), and make a few frames which only make sense/beauty in the context of the greater animation. It's easy to squeeze in a lot of pixel detail in the idle frame, but when doing a bit of rotation along various axises for the other frames the detail quickly becomes unwanted noise.

Offline alex pang

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Re: Futuristic tiles/ other things

Reply #4 on: September 12, 2013, 04:18:53 am
my programmer left me without saying a word :/
in fact he left before even making a demo or whatever.
So I'm restarting the project on my own.
rightnow working on cool tiles and making a mockup


Update:


update2:


also can follow this on twitter @alexolsenpang
Need to start using it :P
« Last Edit: September 12, 2013, 07:15:03 am by alex pang »

Offline PypeBros

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Re: Futuristic tiles/ other things

Reply #5 on: September 12, 2013, 08:24:42 am
I like update2 and how things progress, although I regret that dark par under the floating platform of the original mockup. I'd suggest you pick a colour that is further away from the main blocks as background. It's fine that way, but something slightly darker/colder would

--

be more eye-friendly.

Imho, there's something to be done with the width of the bars in the vertical pipe, but I can't make it right.
You've got the whole range of yellows-to-red available for pick-up and ennemies. ^_^

Offline alex pang

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Re: Futuristic tiles/ other things

Reply #6 on: September 12, 2013, 09:57:27 am

I need to atleast make some stuff before messing around with some palette. any ways I can see that the current colors arent very kind to the eyes. But I'm thinking I wil let it be for now...
as for the vertical pipe, I know it was a bad idea :P
Right now sitting searching retro games for background inspiration...


like my current color choice.. might change later though....
« Last Edit: September 12, 2013, 12:22:14 pm by alex pang »

Offline alex pang

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Re: Futuristic tiles/ other things

Reply #7 on: September 14, 2013, 10:54:28 pm

mockup progressing

Offline Decroded

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Re: Futuristic tiles/ other things

Reply #8 on: September 15, 2013, 02:54:02 pm
Nice stuff.
I liked Pypebro's edit how the platform was a stand-out colour, good choice of colour too.
Good for reducing visual boredom and great for reducing player frustration to be able to see all the platforms without looking directly at them.

Offline PypeBros

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Re: Futuristic tiles/ other things

Reply #9 on: September 15, 2013, 04:52:45 pm
I liked Pypebro's edit how the platform was a stand-out colour, good choice of colour too.
Thanks. I guess I have sub-consciously reproduced what Adam is analyzing on his post on Metro´d GBA.