AuthorTopic: platform mockup  (Read 7389 times)

Offline Winston

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platform mockup

on: November 13, 2008, 12:48:06 am
So I'm now working on a new mockup of my game, here's what I have done so far
new cog
any critique would be greatly appreciated
thanks!
« Last Edit: December 01, 2008, 12:16:15 am by Winston »
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Offline Corinthian Baby

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Re: cave tile

Reply #1 on: November 13, 2008, 10:51:01 pm
Not much to say, it looks good and loops seamlessly. It kind of reminds me of cave story. One thing you could do is make 2 by 2 tile (32 by 32) )deviations so you can't notice the pattern as clearly.

Offline TrevoriuS

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Re: cave tile

Reply #2 on: November 14, 2008, 09:37:12 am
It is of too high contrast, if it is foreground it could work, but still won't look good.

Offline Winston

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Re: cave tile

Reply #3 on: November 15, 2008, 10:59:39 pm
okay I'll try to tune down the contrast, I'll post an edit in a minute

okay heres kind of a new approach, is this any better?
« Last Edit: November 15, 2008, 11:47:12 pm by Winston »
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Offline dock

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Re: platform mockup

Reply #4 on: November 17, 2008, 10:11:49 pm
I like the flat colours of the first post, actually. I'm not sure the noisy tiling background would add much, but I would have to see it implemented in full screenshots to get a better idea.

Offline Souly

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Re: platform mockup

Reply #5 on: November 17, 2008, 10:13:06 pm
Would probably be easier to be seen when tiled.







You've got a pretty distinct line going across horizontally.

Offline PypeBros

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Re: platform mockup

Reply #6 on: November 18, 2008, 08:54:31 am
that should be tested within the mockup, but i think it will be too much contrast and details, compared to the character and other foreground elements (did i mention i loved the grass, yet ?).

I would have instead attempted something like Yoshi's island "pebbles here and there, lost in the dirt" rather than this rock wall. Yet, the "shading" of dirt is interesting and imho should be kept.

Offline Winston

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Re: platform mockup

Reply #7 on: November 19, 2008, 12:27:44 am
yeah I decided to stop trying for the rock tile.
thanks for the critique and thanks for the complement about the grass :D
Edit: okay I added a crane, um critique? it might be a bit too high  contrast
« Last Edit: November 21, 2008, 04:49:04 pm by Winston »
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Offline Kazuya Mochu

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Re: platform mockup

Reply #8 on: November 26, 2008, 01:28:28 am
you might wanna post the image not only in the first post, but also on the one you are posting to bump the thread. this way people dont have to look at the text and wonder what you are talking about, only to scroll up the page to see the edit.

as for the crane, it kind of looks like a trafic light with a crane's arm attached.
Image size doesn't matter! It's what you do with your pixels that counts!

Offline Arne

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Re: platform mockup

Reply #9 on: November 26, 2008, 05:02:13 am
Here's a sloppy PO, where tried a different color feel. Using new iMac... this image would be too dark and saturated on my old monitor.


Some dark girders behind in the crane arm, rather than light ones.

I'd prefer to see some texture in the rock. The BG copper lines could be figurative.

Flat colors which make a strong silhouette.

I wanted some shadow under the grass, so the grass isn't pointing sideways toward the viewer. Maybe some flowers could be put in the grass to make it interesting.

Everything was the same saturation level, so I added a saturated little blue thing on the water coming out of the pipe. It's often preferable to keep saturation down, that way certain areas can be made special with dots of saturation. It's like a movie... a script can't be completely event-less, and it can't be just explosions either. An explosion is much more effective if you have an event-less period, then some suspense, then BAM, an important thing to attract attention.