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879912 Posts in 33012 Topics- by 24384 Members - Latest Member: sassah

May 25, 2013, 08:44:24 AM
TIGSource ForumsDeveloperFeedbackDevLogsmoonman (v0.3 win+osx 01/02/13)
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Author Topic: moonman (v0.3 win+osx 01/02/13)  (Read 82264 times)
DustyDrake
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« Reply #765 on: June 06, 2012, 11:06:56 AM »

B!
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SoHaunted
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« Reply #766 on: June 06, 2012, 11:27:40 AM »

I would choose B but add in one more darker shade of gray before the black so it blends in a little smoother.
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wademcgillis
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« Reply #767 on: June 06, 2012, 12:28:54 PM »

B or C.

But B needs an extra level of shading before going to the darkest level.
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rek
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« Reply #768 on: June 06, 2012, 12:29:51 PM »

The correct answer is D. Because the blockiness of the game is already apparent, it doesn't need an arrow pointing at it saying "look, they're blocks!" when shading is applied.
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namragog
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« Reply #769 on: June 06, 2012, 01:48:05 PM »

maybe D but a lot darker...
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IndieGamesDig
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« Reply #770 on: June 06, 2012, 02:15:31 PM »

I'd vote C personally, seems like the happy medium, but go with B if that's your fav.
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eigenbom
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« Reply #771 on: June 06, 2012, 02:57:33 PM »

Wow, lots of discussion to see when I wake up, thx :D

You've all got some good comments, and @rek I do agree with you about the double blockiness happening with a-c.  The main problem with (d) is its a lot more expensive to do, so if I could find a non-blurred solution then that'd be better. I guess I'm fine with it being blocky, as long as I can blend the shading with the tiles better, so as not to reinforce their blockiness more than necessary.

The main problem I see with (a) and (c) is that you get those annoying banding artifacts from pixel art when you have gradients of pixels/blocks lined up next to each other.. In (c) I tried to reduce it by blurring the lighting together a bit and then re-blocking it, but the diagonals are especially annoying to me.

As long as I can achieve some semblance of Mood and Discovery with the lighting then I'll be happy. I might go with a variant of (b) for now until a better idea comes along. Smiley

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peanutbuttershoes
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« Reply #772 on: June 09, 2012, 07:03:37 PM »

to B, or not to B, that is the question.
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Evan McClane
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« Reply #773 on: June 09, 2012, 08:08:37 PM »

to B, that is the answer
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mokesmoe
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« Reply #774 on: June 09, 2012, 11:01:31 PM »

I think having [the darkest colour] pitch black would help for the sake of discovering things.
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« Last Edit: June 10, 2012, 09:07:49 PM by mokesmoe » Logged
Franklins Ghost
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« Reply #775 on: June 09, 2012, 11:04:56 PM »

I'd go B
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kamac
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« Reply #776 on: June 10, 2012, 03:36:06 AM »

C. Go C.
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eigenbom
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« Reply #777 on: June 10, 2012, 04:03:36 PM »

oh my, its like voices in my head, C! No B! No A! What?! D?! Argh! Who, Me?
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thatshelby
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« Reply #778 on: June 10, 2012, 04:14:24 PM »

fuse A and B

B, except with the same values as A. Like, make more colors.
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eigenbom
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« Reply #779 on: June 11, 2012, 03:48:47 PM »

Update: more experiments with lighting, this time i'm recording the direction the light comes from so i can attentuate light that travels around corners more.
 
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