AuthorTopic: Odeka: Mockup  (Read 21186 times)

Offline saimo

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Re: Odeka: Mockup

Reply #40 on: October 26, 2008, 09:25:03 am
I think that you have too may planes there:
 1. floor and first plane of pillars
 2. characters/platforms (action)
 3. second plane of pillars
 4. first plane of walls
 5. second level of walls
 6. third plane of pillars
 7. third plane of walls
 8. hills
 9. clouds/sky

The result is a bit hard to read (also because of the contrast issue already mentioned). Parallax would help, but still such a high number of planes may be confusing without adding much to the overall beauty.
Other important factors that affect readability are:
 - the closeness of planes 3-7 (except plane 6 - read further);
 - the very subtle difference between planes 4 and 5;
 - a priority mistake: the walls on plane 7 are identical to those on plane 4 despite the distance suggested by the planes in between (especially plane 6).

Here are a few suggestions for reducing the planes:

 1. floor and first plane of pillars
 2. characters/platforms (action)
 3. first ruins plane
 4. second ruins plane
 5. hills
 6. clouds/sky

 1. floor and first plane of pillars
 2. characters/platforms (action)
 3. ruins plane
 4. hills
 5. clouds/sky

 1. floor and first plane of pillars
 2. characters/platforms (action)
 3. ruins plane
 4. hills/clouds/sky

 1. characters/platforms (action)
 2. ruins plane
 3. hills
 4. clouds/sky


 1. characters/platforms (action)
 2. ruins plane
 3. hills/clouds/sky

(my favourite is the third one)

saimo

Offline mozzy

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Re: Odeka: Mockup

Reply #41 on: October 26, 2008, 07:22:09 pm
Took out one layer of ruined walls (number one) upped the contrast, redid the HUD based on Skamocore's edit.
I'm going to have to consider this done for now because I won't be able to work on this for a long long while. I really appreciate the crits guys, thanks (:
« Last Edit: March 22, 2009, 08:50:13 pm by mozzy »
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Offline michael

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Re: Odeka: Mockup

Reply #42 on: October 26, 2008, 10:46:45 pm
thats looking really good! i definitely like the greens, i like your previous hud designs a lot more

Offline PypeBros

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Re: Odeka: Mockup

Reply #43 on: October 27, 2008, 01:52:41 pm
i might need a check of my gamma correction but the monsters look to read not that easily over your background.

Offline AlexHW

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Re: Odeka: Mockup

Reply #44 on: October 27, 2008, 01:56:57 pm
maybe the hud could stand out more like some greek statues or something that you might see at the tops of ancient buildings. you could have some greek statues connected to the top o fthe screen holding some glass vials which represent the health/power etc..

Offline Jad

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Re: Odeka: Mockup

Reply #45 on: October 27, 2008, 02:54:48 pm
i might need a check of my gamma correction but the monsters look to read not that easily over your background.

They don't, not at the first glimpse, and not static like in this screenshot.

I do, though, think that games have a tendency to make the sprites stand out a bit too much - since they'll move anyway, the eye will have no problems recognizing them in the first hand, without need for saturated high-contrast sprites.

I mean, look at the game Mad World, has equal contrast everywhere, but when it moves you can make out everything.

But in an ideal world, yeah, maybe a bit more contrast on the enemies (:
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Offline Corinthian Baby

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Re: Odeka: Mockup

Reply #46 on: October 27, 2008, 06:22:21 pm
This is great man, make more levels or hit it as a real game.

Offline Niss

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Re: Odeka: Mockup

Reply #47 on: October 30, 2008, 10:19:38 am
First off, great work sofar. Now when you beefed up the contrast you did it for all planes. The classy way would be to reduce contrast the further away the object is. Sprites (character, enemy, objects) would be the ones with the most contrast and strongest colours to easily recognize them. I know, that is no fantastic wisdom, just thought I drop it in here since I didn't see it mentioned yet. Anyway, looking forward to your further progress on this!

Offline Kazuya Mochu

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Re: Odeka: Mockup

Reply #48 on: October 30, 2008, 11:42:37 am
hum, its weird that the most contrasting point is the background, when that should be the least contrasting point. right now the character blends with the columns and floor and then my eyes are dragged up to the mountains and sky. you have a bright sky right next to night dark mountains. I dont see the logic in that. the mountains should acctually be pretty close to the sky's color, due to atmospheric depths. thats actually on of the most used tricks (along with paralax) to push the background away.

your eyes should be in the main character. right now all I can see is the mountains.

also, dont be afraid to dress the enemies in contrasting colors. the romans had bright cream buildings and still dressed red. and the samurai had wood houses and white walls and wore some really nice vibrante colors like purple and red

readability! think with your eyes
Image size doesn't matter! It's what you do with your pixels that counts!

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Re: Odeka: Mockup

Reply #49 on: November 19, 2008, 07:44:04 am
hey

Haven't read everyones posts yet.

I think the enemies need to stand out far more, and I think you should make them alot more colorful, to bring some more color to the scene.

Very nice work though, inspiring to me, so thanks.

cyas