AuthorTopic: [WIP] [C+C] Pixel Pirate in Bits of Eight  (Read 46682 times)

Offline Kazuya Mochu

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Re: [WIP] [C+C] Pixel Pirate in Bits of Eight

Reply #40 on: March 07, 2015, 01:09:22 pm
really nice!
is there a roof over the bar? feels a bit odd.
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Offline Cyangmou

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Re: [WIP] [C+C] Pixel Pirate in Bits of Eight

Reply #41 on: March 07, 2015, 01:18:38 pm
what you call "oblique 90" I usually call "top-down"

Top down means something completely different than what you imagine:

top-down:
viewing angle 90°
third vanishing point can't be seen because it's like a map seen from above.

Super Swiv


Hotline Miami:


"RPG"-view
viewing angle 45°
third vanishing point is infinite, means straight z-axis



and inbetween are the

"Zelda" projection (more topdown, 3rd vanishing point implied - strognly breaks a projection, most symbolic approach of all these here)


and Golden sun: (more RPG view, third vanishing point implied, only breaks the perpective/projection slightly (houses), but their cliffs are still drawn with an infinite third vanishing point.)


« Last Edit: March 07, 2015, 01:28:32 pm by Cyangmou »
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Offline Kazuya Mochu

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Re: [WIP] [C+C] Pixel Pirate in Bits of Eight

Reply #42 on: March 07, 2015, 01:33:19 pm
I always though RPGs were drawing in a top down view, and that what you show as topdown was called birds-view. That's why I started that thread. cause there's no one place where that information is laid down in an unmistakable way. "RPG-view" sounds vague to me. Sounds like "Oh its a sort of like this kind of thing".
Anyway, don0t want to derail this any further. if you have a link to some of that info, I'm be more than appreciated!
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Offline Cheetah

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Re: [WIP] [C+C] Pixel Pirate in Bits of Eight

Reply #43 on: March 07, 2015, 06:02:18 pm
The bar interior looks pretty good, but I really feel like you should just stick with one perspective for the majority of the game. Here are some quick thoughts on what having two perspectives would do to your game:

Cons:
-Way more pixeling
-No reuse of tiles
-Jarring for the player
-More coding
-Multiple control schemes (not good)
-You might be able to reuse characters sprites, but part of the successful illusion of pixel art is maintaining a consistent perspective. The same character sprite might look good in both perspectives in isolation, but the player will notice with constantly switching between the two and then it will start breaking the logic behind the illusion.

Pros
-Varied gameplay (but not really if it is just a different way of walking around and talking to people)
-More distinction between outdoor and indoor environments (for what purpose?)
-Better visuals with the new perspective (if it looks better than why wouldn't you use it everywhere?)

Food for thought, I would like to hear your rational. I'm digging the art style and the esthetic. Love your perspective post Cyangmou. There should be a thread devoted to getting a consensus on terminology for various types of perspectives/projection with examples and then make it into a tutorial/guide/lexicon.
« Last Edit: March 07, 2015, 06:05:39 pm by Cheetah »

Offline hawken

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Re: [WIP] [C+C] Pixel Pirate in Bits of Eight

Reply #44 on: March 08, 2015, 01:22:18 pm
The bar interior looks pretty good, but I really feel like you should just stick with one perspective for the majority of the game. Here are some quick thoughts on what having two perspectives would do to your game:

Cons:
-Way more pixeling
-No reuse of tiles
-Jarring for the player
-More coding
-Multiple control schemes (not good)
-You might be able to reuse characters sprites, but part of the successful illusion of pixel art is maintaining a consistent perspective. The same character sprite might look good in both perspectives in isolation, but the player will notice with constantly switching between the two and then it will start breaking the logic behind the illusion.

Pros
-Varied gameplay (but not really if it is just a different way of walking around and talking to people)
-More distinction between outdoor and indoor environments (for what purpose?)
-Better visuals with the new perspective (if it looks better than why wouldn't you use it everywhere?)

Food for thought, I would like to hear your rational. I'm digging the art style and the esthetic. Love your perspective post Cyangmou. There should be a thread devoted to getting a consensus on terminology for various types of perspectives/projection with examples and then make it into a tutorial/guide/lexicon.

Some good points! Jury is not out yet, just seeing if it works before deciding.

Worked for Zelda2 & TMNT on the NES so lets see.
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Offline Cheetah

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Re: [WIP] [C+C] Pixel Pirate in Bits of Eight

Reply #45 on: March 08, 2015, 11:40:23 pm


Some good points! Jury is not out yet, just seeing if it works before deciding.

Worked for Zelda2 & TMNT on the NES so lets see.

I was going to use those as examples of the multiple perspective not working... Nothing wrong with experimenting, I'm just so digging your horizontal tiles.

I will let the Angry Video Game nerd make my points.
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Offline hawken

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Re: [WIP] [C+C] Pixel Pirate in Bits of Eight

Reply #46 on: March 16, 2015, 09:26:12 am


based on new concept art



Just out of interest, do you guys like the left or right versions? (generous palette vs limited palette)

« Last Edit: March 17, 2015, 09:52:57 am by hawken »
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Offline Ambivorous

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Re: [WIP] [C+C] Pixel Pirate in Bits of Eight

Reply #47 on: March 17, 2015, 01:04:20 pm
I can't say I outright prefer either, so I'd suggest going with the ones on the right.
Having fewer colours to deal with will make your life easier, give it more of a NESsy effect, and still keep all the charm; so from that perspective I see no reason to go for more colours.

By the by, this all looks amazeballs, so please do keep it up.
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Offline rikfuzz

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Re: [WIP] [C+C] Pixel Pirate in Bits of Eight

Reply #48 on: March 17, 2015, 02:11:09 pm
Prefer the limited palette too - only real loss is the stubble-grey, for me.

Offline Cheetah

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Re: [WIP] [C+C] Pixel Pirate in Bits of Eight

Reply #49 on: March 17, 2015, 02:22:59 pm
I'm liking the new character design. In terms of colors, I prefer the higher color count. However, I think the more important thing is how the character looks in the environment he is in and having him at last closely match the palette restrictions. So that would likely mean the more restricted character palette is better.