AuthorTopic: tocky mockathon: round three  (Read 11544 times)

Offline tocky

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Re: Samurai Private Eye

Reply #10 on: October 05, 2008, 01:32:13 pm
heh, I got rid of a lot of the outline, just a short while ago. I like the sickly grass, but I have an odd taste for yellow-greens, maybe I should play with it a bit.

Edit: something like this, maybe?


That's all for tonight, I think.
« Last Edit: October 05, 2008, 02:04:12 pm by tocky »

Offline tocky

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Re: tocky mockathon: round two

Reply #11 on: October 07, 2008, 06:54:16 am
Okay, what I'm doing today:

I'm trying to do a mockup for a sham-3d first person game, but I haven't really done anything like this before.

I'm using sort of a fisheyed perspective. The player would be able to face and move in the four cardinal directions, and see to three layers of depth.

I need help, I think - I don't really know what I'm doing.

Offline tocky

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Re: tocky mockathon: round two

Reply #12 on: October 07, 2008, 02:25:20 pm
npcs:
« Last Edit: October 07, 2008, 05:02:32 pm by tocky »

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Re: tocky mockathon: round two

Reply #13 on: October 08, 2008, 03:30:22 am

Offline pi

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Re: tocky mockathon: round two

Reply #14 on: October 08, 2008, 05:45:06 pm
Very nice, although I would've liked to see more from the first mockup. (the samurai eye or something, if I remember correctly)
Also, I liked the puke/yellow/green grass color.

I've actually visited this thread like 5 times a day since you made it, hoping for updates on the mockup  ;D
« Last Edit: October 08, 2008, 05:46:46 pm by pi »

Offline tocky

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Re: tocky mockathon: round two

Reply #15 on: October 09, 2008, 07:46:23 am
Thanks, pi - I'm pretty sure there will be more to that one, just not yet. I'll get sick of what I'm doing and then I'll loop back around. Everything happens, and then it happens again.

edit: more depth testing:
« Last Edit: October 09, 2008, 08:16:34 am by tocky »

Offline tocky

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Re: tocky mockathon: round two

Reply #16 on: October 10, 2008, 05:34:28 am

(jpegged by photobucket, I think.)

-going without the fisheyedness
-tried a horizon/vanishing point behind the scene, which breaks if the sprites don't shrink in the distance. I think I have to keep the horizon above the view, if I want the sprites to stay the same size. sort of like the zelda-ff perspective, again.

I'm done being hung up on how to render depth, I'm going back to drawing things.

Offline JonathanOfDrain

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Re: tocky mockathon: round two

Reply #17 on: October 12, 2008, 04:44:22 am
Leonardo Da Vinci used a technique called Atmospheric Depth. Someone correct me if I'm wrong.
Pretty much things get grayer and less detailed the further they are.
Landscapes use it a lot, the hills near you are clear, colorful and you can see all the flowers. The far away hill will be slightly less vibrant and the flowers will just be dots instead of a cluster of petals.

Offline Kazuya Mochu

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Re: tocky mockathon: round two

Reply #18 on: October 12, 2008, 12:45:03 pm
atmospheric density or distance cue, or atmospheric depth or smufatto as they called it in italy. but its basically what you said. the biggest contrast areas are the ones that are closer to the viewers.

my bigest issue with the landscape mockup you've made, is the river and cliff sides. since there's no indication of a cut, or terrain changing, I allways looked at it and it seamed like a buch of tiles that weren't done yet. that you had not finished. you should add some sugestion of an edge or just some haniging grass to help cut into the river. otherwise its a really weird to see such perfectly chopped earth.
Image size doesn't matter! It's what you do with your pixels that counts!

Offline tocky

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Re: tocky mockathon: round two

Reply #19 on: October 14, 2008, 06:55:09 am

like this? I'm not totally sure how to go about it. Do you have a game in mind that does it well?