AuthorTopic: Feature 07 - Savage World (artistic nudity)  (Read 124079 times)

Offline McClaneGames

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Re: Savage World (artistic nudity)

Reply #20 on: January 22, 2009, 09:45:27 pm
I just realized the new HUD looks like male genitalia in profile. Dammit!
That, or a key...

Offline Jad

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Re: Savage World (artistic nudity)

Reply #21 on: January 22, 2009, 10:54:36 pm
That is SO not a problem. Subconscious phallic associations do not hurt this game at all!
' _ '

Offline ptoing

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Re: Savage World (artistic nudity)

Reply #22 on: January 23, 2009, 12:11:15 am
Looking swish. Some general thing: When having hud elements or stuff with faces in general it is usually better to have them facing toward the action, and not away, unless you want to go for an effect of disagreement or something from their side. So this goes for the statue in the inventory and also the skull in the hud (skull I see is supposed to then go to a spine, so that is not as simple)
There are no ugly colours, only ugly combinations of colours.

Offline big brother

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Re: Savage World (artistic nudity)

Reply #23 on: January 23, 2009, 04:08:36 am
Ptoing, that's a good point about facing. DO you think it would work if I mirrored the HUD but kept it in the upper-left corner?

Offline ptoing

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Re: Savage World (artistic nudity)

Reply #24 on: January 23, 2009, 08:03:24 pm
Worth a try, I guess. But you would need to fiddle around with the scoreplacement and such I guess.
There are no ugly colours, only ugly combinations of colours.

Offline TrevoriuS

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Re: Savage World (artistic nudity)

Reply #25 on: January 24, 2009, 12:28:35 am
You could attempt putting the skull mirrorred on the other side of the bar, or have him attached differently, perhaps at the bottom looking more downwards. In your previous UI you hade the spine all wiggly, it would be nice to see that again here in the healthbar, it's a separate element, let it be non uniform!

PS: Perhaps you can think about why you started off with characters facing away, in the very first version also! Ladies look to the sides of the screen instead of the action, and the one with her face directed to the camera most, looks down and avoids our gaze. Who knows subconsciously there is a message for you to express here.

Offline Accident

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Re: Savage World (artistic nudity)

Reply #26 on: January 24, 2009, 03:00:38 am


S STANDS FOR SPINE! O:

You can take my sucky approach if you'd like. <: Just experimenting. You're a great pixel artist, but I think you already know that!
« Last Edit: January 24, 2009, 03:03:01 am by Accident »

Offline Helm

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Re: Savage World (artistic nudity)

Reply #27 on: January 24, 2009, 08:08:36 am
Your new sprite looks so much better to me than the old one.
About inventory screen is that dude to be a statue or a representation of the main character? If it's the main character, isn't he a bit too bulky for battle? Seems like a bodybuilder flexing, not like a barbarian!

Offline hotnikkelz

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Re: Savage World (artistic nudity)

Reply #28 on: January 24, 2009, 07:47:55 pm
Helm, Conan the barbarian is a bigger guy than that so i think that one battle ready :)

I also think the new sprite looks leagues better.

Offline big brother

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Re: Savage World (artistic nudity)

Reply #29 on: January 24, 2009, 11:30:47 pm
My idea would be to make it a big picture of the player character with all the veiny detail. Plus it could show the weapon he's currently using. I would kind of want him to be larger-than-life rather than a realistic portrayal of a barbarian.

The problem with the organic spine is that it doesn't communicate health segments as a uniform collection as well as the series of cloned objects does. I could try moving them up and down so there's a little variety, but if the difference in positioning is two much it looks more like 2 interspaced rows of stuff.