AuthorTopic: Mockup Frenzy #8: Megaman!  (Read 255819 times)

Offline AlexHW

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Re: Mockup Frenzy #8: Megaman!

Reply #90 on: August 25, 2008, 07:58:23 pm
i understand your point, but i don't want it that dark or contrasty, its not the type of atmosphere i was going for regardless of what benefits it has.

Offline ptoing

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Re: Mockup Frenzy #8: Megaman!

Reply #91 on: August 25, 2008, 08:18:48 pm
Well, then I would suggest to make something that depicts the atmosphere you were going for but is more readable.
There are no ugly colours, only ugly combinations of colours.

Offline AlexHW

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Re: Mockup Frenzy #8: Megaman!

Reply #92 on: August 25, 2008, 08:32:11 pm
edit: nvm
i dont see why everything should be readible. from my perspective reality is not always readible, so games shouldnt have to always be(even though it might assist the player).
« Last Edit: August 25, 2008, 08:44:43 pm by Alex Hanson-White »

Offline ptoing

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Re: Mockup Frenzy #8: Megaman!

Reply #93 on: August 25, 2008, 08:52:45 pm
So games are supposed to depict reality now?

Also, it's not fun to fall into a hole and die because you thought some background stuff was a platform. In games readability is very important. Your way of argumenting actually makes me wonder if you play games at all.
There are no ugly colours, only ugly combinations of colours.

Offline AlexHW

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Re: Mockup Frenzy #8: Megaman!

Reply #94 on: August 25, 2008, 08:57:55 pm
if a game's style is consistant, then the player should be able to adapt to it. i dont think my mockup is that unreadable so as everything becomes incomprehensible. sure things have to make sense, and sometimes unreadability makes sense.

Offline Dusty

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Re: Mockup Frenzy #8: Megaman!

Reply #95 on: August 25, 2008, 09:02:19 pm
I do have to concur it is very hard to read, especially when you factor in the fact NES has no background scrolling, which would usually aid in separating even low contrast backgrounds from foregrounds.

Offline Ben2theEdge

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Re: Mockup Frenzy #8: Megaman!

Reply #96 on: August 25, 2008, 09:13:38 pm
I think the problem is the *lack* of consistency; there's no clear distinction between positive and negative space. This is one of the fundamental challenges of creating video game art, it can't be skirted around. But it's perfectly fix-able without doing exactly what Ptoing did in his edit.
I mild from suffer dislexia.

Offline AlexHW

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Re: Mockup Frenzy #8: Megaman!

Reply #97 on: August 25, 2008, 09:20:27 pm
so if something doesnt implement any positive and negative space, it is inconsistent? i dont understand this statement.
i don't think my mockup lacks positive and negative space.. i find it easy to comprehend where the player can go and collide with. basically the orange and light grey is collidable, and the dark grey isnt.. how hard is that?

Offline Dusty

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Re: Mockup Frenzy #8: Megaman!

Reply #98 on: August 25, 2008, 09:40:06 pm
i don't think my mockup lacks positive and negative space.. i find it easy to comprehend where the player can go and collide with.
No offense, but I think there is a bit of bias with that statement. The fact that you made it means you're going to see a lot more than the random viewer is. It might be easy for you to see, but perhaps near impossible for someone else to notice it.

Offline Atnas

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Re: Mockup Frenzy #8: Megaman!

Reply #99 on: August 25, 2008, 09:42:24 pm
I myself have a little bit of trouble with seeing whats what, but it would be honestly kind of cool to have Megaman style platforming and have the background kind of disconcerting.