AuthorTopic: [WIP] platformer  (Read 11015 times)

Offline am_pm

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Re: [WIP] platformer

Reply #10 on: February 25, 2007, 04:28:03 pm
The problem is that I don't have access to those colors. It's 9 bits only, (0, 36 ,73, 109, 145, 182, 218, 255 for each of R, G and B)
Although your colors are really nice ZoSo.

I tried to up the contrast on the rocks, different?
The bkg needs revamping, true. Will work more on it.




I like this version much better. The environment seems more... lush. Seems more healthy.

Offline ZoSo

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Re: [WIP] platformer

Reply #11 on: February 25, 2007, 05:10:17 pm
haha Najs Bajs xD.. Im swidish to :P.

Anyway i dont like the new update at all.. Sorry, it just killed the piece somehow.. But i sure like the new clouds.

Offline ndchristie

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Re: [WIP] platformer

Reply #12 on: February 25, 2007, 05:35:57 pm
my only qualm iis the supersat grass, it looks like someone painting straight from the tube (which imo works with expressionism, but not so much with landscapes or backgrounds).  The new sky color is much better.
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Offline Helm

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Re: [WIP] platformer

Reply #13 on: February 26, 2007, 07:16:00 am


color edit

Offline ptoing

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Re: [WIP] platformer

Reply #14 on: February 26, 2007, 09:27:02 am
It is stretched 9bit colourdepth tho, so I guess those edits wont help all that much :B
I quite like it. Ye olde schoole.
There are no ugly colours, only ugly combinations of colours.

Offline ndchristie

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Re: [WIP] platformer

Reply #15 on: February 26, 2007, 11:34:51 am
what i remember of working with 9bit is that there were many, many colors available in the medium-saturauration range that could be used nicely together without burning the eyes.  Is there another restriction that keeps you to using only a few colors in each area, or can you add some to round this out?  This looks a lot like the kind of thing i sometimes do actually the way it jumps so harshly between shades, it really could use a smooth, and the hues of the intermediate values could be used to add more color depth to the piece
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Offline ptoing

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Re: [WIP] platformer

Reply #16 on: February 26, 2007, 12:14:32 pm
massive valuejumps are not avoidable in 9bit UNLESS you use hueshifts, which allows for some minimisation.

http://www.ptoing.net/9bit.png
There are no ugly colours, only ugly combinations of colours.

Offline mice

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Re: [WIP] platformer

Reply #17 on: February 26, 2007, 09:34:48 pm
I tried to match your colors helm, but they seem to be too far apart.
But one thing is clear now, I know why the grass looks so slimey...



EDIT:
Spent the evening anti-aliasing the mud. Pretty satisfied, or shouldn't I be?



« Last Edit: February 27, 2007, 10:00:38 pm by mice »

Offline Madgarden

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Re: [WIP] platformer

Reply #18 on: February 28, 2007, 02:06:06 am
Personally, I liked your retro "lush" colours. Art doesn't always have to be so moody. ;)

Offline crab2selout.png

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Re: [WIP] platformer

Reply #19 on: February 28, 2007, 02:36:31 am
Personally dont like the AA you have between the grass and dirt. Screws up the depth you had in the previous version. It looks like the dirt is farther out[to our eye] then the grass

Actually, there's very little I like about the AA. It seems wasteful to only have those two 'tween browns for AA. Almsot boring. Why not use these extra colours to suggest additional form. Right now, it makes your tiles look cartoonish which doesn't seem like your intent.