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343
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Player / Games / Re: Games you would KILL to play
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on: January 09, 2012, 10:16:58 PM
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i would never kill anyone just to play a videogame
It doesn't necessarily say "kill a human," it could be "kill a chicken" or "kill some time" or "kill the lights." ah, okay, that's better. With that in mind, I agree with the new JSR, I'd totally fucking love that shit forever. Also Overgrowth, when it's done. As far as games that Already Are, maybe the Team Ico games?
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347
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Developer / Design / Re: Best game UI experience you've had?
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on: January 06, 2012, 03:58:43 AM
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I started out really liking it from an aesthetic point of view, but then after playing the game I began to hate it. i actually DISLIKE skyrim's interface from an aesthetic point of view. it looks too sleek and modern to belong in a cliche-ridden high fantasy rpg. I agree. I like minimalism and all but it doesn't seem to match the tone of the game at all. Plus it's mad assy. The map is cool looking and all but even it is a pain to navigate (on xbox, it's probably easier to work with a mouse?). Everything else is just blegh. but this thread isn't about hating it's about loving. I'm afraid I have nothing to say on that front. I guess when UIs are done most well are when I least notice them, so I can't really recall any particularly good UIs since I never stopped to think "hey, this is a fucking awesome menu" I just went and did whatever needed doing.
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349
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Developer / Writing / Re: 30-Day Worldbuilding Challenge- DAY 5: FLORA
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on: January 06, 2012, 12:26:33 AM
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I'm really digging your entries, threesided. Very entertaining to read. Would love to see some art for your world, knowing what you can do visually. also everyone else is being rad too! And damn this was the hardest day so far haha. Who knew coming up with interesting plants could be so difficult. (I guess I'll plug my post as well since everyone else seems to be doing it too)
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353
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Developer / Writing / Re: 30-Day Worldbuilding Challenge- Prepare Your Blogs for January 1st!
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on: December 31, 2011, 12:42:53 AM
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Woo, first day's posts enqueued and ready to go. So pumped  Is it cool if we post stuff related to things covered on earlier days later on? I get the feeling I'll have more to say on a subject that won't be pertinent until a later topic is reached, or that there'll just be so much to say about it that it might be better to space it out a bit after the initial main post on it.
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358
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Developer / Art / Re: Why Pixel Art?
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on: December 27, 2011, 02:16:49 PM
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Like moi said, subpixel shit is a charactersistic of digital animation in general. It's just more weighty in pixel art 'cause it's not automated. The whole point of it in pixel art is that sometimes you need motion more subtle than a full pixel can convey, but if you're working at larger resolutions the chances that you'll need such a subtle motion are greatly diminished by the fact that what would be subpixel animation on a smaller sprite becomes merely animation on the larger one. It's still there, it's just that you care less about it and it's automated.
But with regards to 1982, high res pixel art looks different from 3d art which looks different from 3d which looks different from claymation which looks different from puppets or 2d cutouts or whatever you may want to use for your visual style. They all look different from one another and give completely different feelings. Why would you make a movie in 3d that you could make with live actors? Why would you make one in 2d that you could make in 3d? Sometimes it's not about practicality. You say that high res pixel art starts to look like 3d or digital painting, but if you were to place the same subject rendered in these three styles side by side the difference would be immediately apparent.
So the answer to "why": because some people want to, for various reasons.
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359
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Feedback / DevLogs / Re: Multiplayer Tactics Game - Telepath Tactics
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on: December 27, 2011, 04:00:47 AM
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add some shadows cast from those towers, man! Shadows help readability immensely, and are also far too absent in your example of Alundra.
Also it's kind of disappointing that making elevations matter in attacks is so difficult. I've always loved it when height differences mattered, like being able to rain down attacks from elevated areas with virtual immunity, or making the tough decision to give up the high ground to save my skin.
What if there were other ways in which elevation mattered, such as giving certain characters damage or accuracy bonuses or penalties when attacking from a height relative to their target. For example, an archer attacking an opponent higher than them would get a damage penalty, while the elevated one would get an accuracy bonus or something. You could also have something where (I don't know if this fits with your setting) magic users are more powerful the closer to the earth they are (aka lower), so it might actually be beneficial for them to take the lower positions. Stuff like that.
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360
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Developer / Art / Re: Art
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on: December 25, 2011, 01:57:21 AM
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I wish your shading were more...considered? The rough and scribbleish nature of the shadows I think works to the great detriment of the image. It's something I've noticed in a few of your other "soft shaded" things as well.
You mean I should make the shadows smoother in tone? Do you have any good tutorials on how to achieve this effectively? Yeah. I mean being able to see the strokes and all is sometimes neat but in this it doesn't look like a deliberate and thought out decision. Also note that hard shadows often coexist with soft ones, and the degree of softness depends on a number of environmental factors (number of lightsources, distance from cast-upon surface, ambient light, etc). Not every shadow has to have a gradiated edge. Maybe these could be useful: www.ctrlpaint.com/home/2011/6/23/hard-and-soft-shadow-edges.htmlwww.ctrlpaint.com/home/2011/6/21/brush-technique-blending.html (I really dig this site, btw, have found it helpful in general) Also I must agree with the others, that is some nice carpet.
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