AuthorTopic: Swamp tileset  (Read 19239 times)

Offline AlexHW

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Re: Swamp tileset

Reply #20 on: December 17, 2006, 11:45:05 pm
sohashu, that only happens if you have a cylindrical shaped road which juts out of the ground and if the angle of the camera is shallow..
the original road seems fairly flat to the ground, and probably wouldn't need such an offset for the current camera angle..

Offline Indigo

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Re: Swamp tileset

Reply #21 on: December 17, 2006, 11:47:19 pm
sohashu, that edit just makes the line look off centered.  It doesn't add anything to the perspective since it's flat ground that the line is painted on.  I completely prefer the original version.

and eyecraft, I've already mentioned to you how much I love these tiles.  Reminds me alot of bitmap brother's stuff, but with a tangy flavor to it.  Awesome work I must say.  I especially like the tree in the swamp water.

EDIT:  haha, kon posted the same observation before I could.  dang you Kon! *shakes fist*

Offline Dusty

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Re: Swamp tileset

Reply #22 on: December 18, 2006, 01:01:02 am
I don't think there's anything wrong with the road really, though you should probably kill the dark outlines. I like the first road better, though. Anyways, roads aren't really built into the ground, they usually are overlaid.

Offline surt

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Re: Swamp tileset

Reply #23 on: December 18, 2006, 02:11:15 am
Wow! I love every part of this except the road's flatness.

Maybe offset it upwards some and bank it up at the sides, or add some gully erosion beside it, to give a greater sense of depth.

I want to play it.

Offline Adrian

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Re: Swamp tileset

Reply #24 on: December 18, 2006, 02:17:20 am
The road breaks up too fast..like one second it is there and the other it isn't. You should have it  break off, like have some broken asphalt and whatever.

Offline snader

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Re: Swamp tileset

Reply #25 on: December 18, 2006, 02:33:56 am
i think you're going the worng way with the distressed road look. you're making it all weird crumbly. it's not dirt/cracked earth

http://asgiri.smugmug.com/keyword/road/1/77251728
http://www.sfondideldesktop.com/Images-Misc/Road/Road-0040/Road-0040.jpg
http://www.sligoyachtclub.org/Images/images2006/view%20from%20road%20april.jpg

allso, i think the perspective issue can be fixed by making the line thinner, to give more of an impression os seeing it more from an angle
http://www.vision.caltech.edu/lihi/Demos/SquarePanorama/cubes_large_angle.jpg
see the way the top and bottomplanes becomes less high, but stays the same width the closer you get to the middle row?

Offline Sohashu

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Re: Swamp tileset

Reply #26 on: December 18, 2006, 03:11:11 am
Alright.  My edit took like 5 seconds.  It was just a suggestion, and besides, it was a bit exaggurated.   Anyway, its just that the road's perspective bothers me.  Now I realize it's that we are looking from an angle on the road, so we should be able to see a little less of the back.   

Anyway, I just want to know a bit about the game.  What's it being made in, what kind of controls, storyline, etc.  It just looks so awesome.   
Back from hiatus, just remembered how excellent this community is at forming technique in a fledgeling artist of any kind.

Offline AlexHW

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Re: Swamp tileset

Reply #27 on: December 18, 2006, 04:12:27 am
if you look at this divider in the road, you'll notice it is direct smack dab in the center of it even though the viewpoint is looking down towards it.. roads are too flat to warrent any kind of curviture.. they're suppose to look flat..
http://www.197aerial.co.uk/sovereign_house_irvine_a.jpg

Offline EyeCraft

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Re: Swamp tileset

Reply #28 on: December 18, 2006, 12:03:44 pm
I think its a trick of the eye caused by the way I've made the edges of the road darker. It makes it look like it is pillow-shaded cylindrical, when really its flat. So I suppose that's the thing to correct. Now that I think about it there's no real reason why it should get dark like that, except for a bleaching effect from the sun effecting the top-sides of the road, and not the side-sides, ie the bits within cracks and edges of the road.

I'll rework the "shading" of the road in an attempt to remove that cylindrical effect.

@snader: thanks for the refs. What I'm going for here is a much more destroyed road. Something which has existed through earthquakes, nuclear attacks, etc. Post-apocolyptic.

@Adrian: yeah I know, the abrupt end is temporary; I haven't worked on the transition tiles yet.

@Indigo: thanks man :D

Thanks everyone for the comments and debate ;)

EDIT: oh and @Sohashu: I'm developing it currently in Multimedia Fusion 2. It uses keyboard for movements, and mouse for aiming/shooting. The aiming system is actually quite neat; the camera shifts to focus on where the player is aiming. The story would be the least worked on aspect of it; it is set roughly 5 years after a nuclear war has decimated the world's population. You play as a "normal" human. The world is rampant with robots, ruins, mutants and environmental hazards which must be overcome. At this time I believe the game will have a story/setting driven gameplay style, as opposed to a mission/level structure. Sort of like Half-Life. But still early days to be deciding all that.

It just started out as a coding demo that I was doing some simple graphics for, but grew into an actual game from there, mainly due to my overzealous execution, hehe.
« Last Edit: December 18, 2006, 12:11:20 pm by EyeCraft »

Offline junkboy

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Re: Swamp tileset

Reply #29 on: December 18, 2006, 07:34:14 pm
This looks great! My only crit would be that the trees look a bit flat against the grass/dirt. Maybe some projected shadows on the ground would help with that.