Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

Geek Culture / my 2d demo

Author
Message
Phaelax
DBPro Master
22
Years of Service
User Offline
Joined: 16th Apr 2003
Location: Metropia
Posted: 15th Nov 2011 09:54 Edited at: 15th Nov 2011 10:16
Hoping for some feedback on the visuals in my little demo. Are the light rays too much? Is the water too subtle? Download is attached, link below to a screenshot.

http://forum.thegamecreators.com/xt/xt_apollo_pic.php?i=2281693

Link to video clip, although its hard to see the effects with the compressed resolution.
http://www.youtube.com/watch?v=KWib3e5TYRk

Your signature has been erased by a mod please reduce it to no larger than 600 x 120.

Attachments

Login to view attachments
Quik
16
Years of Service
User Offline
Joined: 3rd Jul 2008
Location: Equestria!
Posted: 15th Nov 2011 10:17
water looks like ice, rocks look... well, i cant explain it but they dont look good and the stone road thingy looks like gravel, so i would increase the size on the stones

well thats my opinion anyway, grass looks HUGE, looks like youre walking with the grass up to your knees there

the dirt looks good though


The result of origin.. Oh and ponies
Grog Grueslayer
Valued Member
19
Years of Service
User Offline
Joined: 30th May 2005
Playing: Green Hell
Posted: 15th Nov 2011 10:19
It looks great to me.

Van B
Moderator
22
Years of Service
User Offline
Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 15th Nov 2011 10:39
I like it, although I'm thinking that the water could do with some extra effect. I thought the light rays were pretty cool, subtle enough, not too overpowering.

But back to the water...

How about adding a little sparkle here and there, maybe with a particle effect of the sparkle fading in and out quite quickly. I think that would make the water more organic, people might pay more attention to the little sparkles than the repeating nature.

I'm guessing your drawing the water first, then alpha tiles on top for grass - so you could layer your effects as well. Like rain, imagine having some fog roll over the map, but have little splashes when rain hits the ground (or rather, random locations for particles). And when the rain hits the water, have a particle effect of expanding circles, I think that would look immensely cool.

The main thing about the water though, is that if your layering it like I think, then you could go totally mad with it. What I might try, is having a really dark base water, instead of the light water, I'd have dark blue drawn first. Then I'd draw sand or any terrain under the water, then the light water on top of that, but with fading tiles like with the grass. So, the dark water would make it appear deeper in the middle, because the light water would make it fade into the shore. But having the light water on top of sand etc would let you have under water things. I like to add in some wildlife where I can, so I would add in some carp, or some sort of fishies to swim around inbetween layers.

It can be tricky to do, but I think the game would benefit from some ambient colouring, like have it change the diffuse colours to suit the weather and time of day - most top down games don't bother with this, but I think more people should push the envelope. Would be really nice to be able to change the diffuse colour of each corner of a tile, but I'm sure that a global ambient colour based on weather and time of day would work great.

Health, Ammo, and bacon and eggs!
Phaelax
DBPro Master
22
Years of Service
User Offline
Joined: 16th Apr 2003
Location: Metropia
Posted: 15th Nov 2011 11:25
I'll try to adjust the water, might take a bit of work since it uses 16 animation tiles. The thought of transparent water so I could have things under it did cross my mind recently. I like sparkly water!

As for adjusting the diffuse of tiles, I could just overlay a transparent color on the screen to change the overall hue. Just tried and didn't seem to reduce the frame rates any.

The rocks, yeah.... while I like them it doesn't seem to fit the rest of the style. Needs tweaking, adjusting.

I have another texture in mind I can use in place of the cobblestone, it'll look more road-like.

Your signature has been erased by a mod please reduce it to no larger than 600 x 120.
Phaelax
DBPro Master
22
Years of Service
User Offline
Joined: 16th Apr 2003
Location: Metropia
Posted: 15th Nov 2011 21:32
Looks like it'll be harder than I thought to make the water transparent. I use two sprites that fade into one another to transition between animation frames, it gives a much smoother effect. However, attempting to set their alpha to only 128 makes the animation look choppy because the frames don't appear to interpolate fully into each other.

Although, I just got an idea while writing this. Using IK, I may be able to render the animation to a single image, then paste that with the final alpha value. Hmmm.... *tinkers*

Your signature has been erased by a mod please reduce it to no larger than 600 x 120.
zenassem
22
Years of Service
User Offline
Joined: 10th Mar 2003
Location: Long Island, NY
Posted: 17th Nov 2011 15:29 Edited at: 17th Nov 2011 17:18
@Phaelax,

[EDIT] For the most part you can disregard the code tag section

I had to adjust the yt's player (Large player Vs. Full screen & some local nvidia settings (that I forgot to change back) and now the video is suffice.


To be completely honest...
* I like the sun's rays effect. If that was the main Idea of the demo then I think it works really nice.

If the demo was to focus on the map itself...
(I'm afraid not much else goes right)

* The water seems ok in the source-image but doesn't translate well in-game. Must have to do with scaling,, but the person that said it looks like "Ice" is correct

* The other tiles need to be scrapped and completely redone.
. The color palette as a whole isn't pleasant
. Most tiles have too much smudging
. They don't tile well
. The fringe tiles make the map look worse

* I've seen the shrooms via Google->Image-searches in the past when trying to draw them. They in themselves are ok, but nothing really goes with anything else. It has that KidsPaint stamp look to it.





Thanx

~ZENassem
Quel
16
Years of Service
User Offline
Joined: 13th Mar 2009
Location:
Posted: 17th Nov 2011 16:17
Maybe if you just wouldn't make them brown...

-In.Dev.X: A unique heavy story based shoot'em ~35%
-CoreFleet: An underground commander unit based RTS ~15%
-TailsVSEggman: An Sonic themed RTS under development for idea presentation to Sega ~15%
Pincho Paxton
22
Years of Service
User Offline
Joined: 8th Dec 2002
Location:
Posted: 17th Nov 2011 18:03 Edited at: 17th Nov 2011 18:05
Not enough highlights on anything. A bit of light blue on the water, a bit of light green on the grass, and a bit of orange, or cream on the stones will make them all look more 3D. The water may need less dark blue, because it looks a bit like broken glass.

Phaelax
DBPro Master
22
Years of Service
User Offline
Joined: 16th Apr 2003
Location: Metropia
Posted: 18th Nov 2011 19:47
Thanks for the feedback guys, guess I'll keep working on my artistic skills. For all you negative nancys out there, at least you helped me shorten my list to whom I'll send out christmas cards.

"You're not going crazy. You're going sane in a crazy world!" ~Tick
Quik
16
Years of Service
User Offline
Joined: 3rd Jul 2008
Location: Equestria!
Posted: 18th Nov 2011 19:51
Somehow i feel i am not getting one...


The result of origin.. Oh and ponies
nonZero
13
Years of Service
User Offline
Joined: 10th Jul 2011
Location: Dark Empire HQ, Otherworld, Silent Hill
Posted: 19th Nov 2011 09:28
I liked the the grass. Actually think it's the best tile of the lot. I don't see anything drastically wrong with it graphically if you're going for the "reto-ressurected" top-down rpg look (I'm assuming so here). My biggest issue is the rocks and those rock-patches(I think they're meant to be, sorry). What I would suggest you do is increase the number of tiles in your arsenal to 3 variants per "terrain" tile. That way you can code it so that tiles bordering on other tiles use a different variant to tiles bordering on matching tiles, eg:

Of course its a lot more work. A very good example of is the map editor in Age of Wonders. I don't know is you're familiar with the game but it had a great mapEd (as far as environment went).

Anyway, just a thought. Apart from that, I say good job so far

Login to post a reply

Server time is: 2025-05-23 09:27:01
Your offset time is: 2025-05-23 09:27:01