Bobber Room

Bobber Room

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Pixel Art Details

Bobber Room



user
Title: Bobber Room
Pixel Artist: fenstalker  (Level 1 Rookie :: 204 points)
Posted: 10/6/2008 16:16
Palette: 163 colors
Statistics:  20 comments    2 faves    0 avatars

For the Pixel Joint Isometric Apartment Project

Discussion

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jenyafio100 (Level 1 Private) @ 10/7/2012 03:32

i see a cupcake on the water.


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ToonQueen (Level 1 Rookie) @ 2/22/2009 09:33

Thats an interesting room! Creative! Good job!


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Raytheon (Level 5 Lieutenant) @ 10/12/2008 01:32
and i'm sure alot of pj would love to participate

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skamocore (Level 11 Dolphin) @ 10/8/2008 21:51
QWAS might be frustrating, but I think it would be better than using the arrow keys. The thing with the arrows keys is that each direction could possibly be interpreted as 2 different iso directions.

If you can't have an interactive version of the joint, you could try starting your own interactive iso project.

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jalonso (Level 11 Godfather) @ 10/8/2008 14:36
The room has been added because the piblic queue scoring was quite high! I did acknowledge the room being awesome even with my technical reservations.
I will end back the geese pixel because that is just too much, k.

I have failed to welcome you and apologize, you are most welcome here.

The Joint is part of the PJv3 re-design. The project head is Pixelblink not Sedge.
The reason interactivity will not work for the Joint is that the Joint is just eye candy background to showcase isometric pixelart by the PJ members. What is proposed would detract attention from the individual contributions. We have discussed such things but we feel that interactivity is best limited to adding rooms which an artist can control the environment with minimal distractions.

This can be discussed further with PB, tho.

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fenstalker (Level 1 Rookie) @ 10/8/2008 12:57
Is there a more standard/acceptable way of moving around in isometric worlds? I have seen QWAS but found it frustrating.

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greenraven (Level 2 Hired Gun) @ 10/8/2008 11:30
That actually looks pretty spiffy. If you can pull it off, I won't stop you.

If you're dead serious about this, I'm guessing you're going to have to do 2 things:

1) Get sedge's (sedgemonkey, admin) permission to use The Joint.
2) Get each of the room's creators permission to use their rooms.

Other than that, good luck.

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skamocore (Level 11 Dolphin) @ 10/8/2008 11:25
haha...that's awesome! But the way you have it now, you'd have to manually code in collisions for every room. It would be a cool idea though.

(Also I hate moving around iso with arrow keys >_<)

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fenstalker (Level 1 Rookie) @ 10/8/2008 11:05

Well that's probably true, but for rooms obeying reality at least a little, they could look and function something like this demo I just built:

http://www.fenstalker.com/content/pixeljoint/

Your thoughts?


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greenraven (Level 2 Hired Gun) @ 10/8/2008 11:00
That's not what I meant. XD

Some rooms have black holes, some have guns shooting in every direction, some are underwater, some are in space,  some are set on fire, some have their own physics.

You're practically going to have to write an entire engine just for it. XD

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fenstalker (Level 1 Rookie) @ 10/8/2008 10:18

Hard to interact... not really because all objects (even moving ones) can be setup in the isometric engine to be represented by 3D "blocks" which are impenetrable, or doors, or holes, etc.  That's the great thing about being isometric. :D


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greenraven (Level 2 Hired Gun) @ 10/7/2008 21:41
Interactive?

Sounds like and interesting idea. But have you seen all of the rooms? It's going to be kinda hard to interact with all of them.

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fenstalker (Level 1 Rookie) @ 10/7/2008 20:25
What I mean is.... has anyone made THE JOINT interactive?  As in... you use your keyboard and move around inside the joint? I was thinking about building it in Flash but wondered if it had already been done or not.

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greenraven (Level 2 Hired Gun) @ 10/7/2008 15:59
Yes, the Joint has it's own building (site). And jal here has his own floor.

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fenstalker (Level 1 Rookie) @ 10/7/2008 14:07

All makes sense. I appreciate your willingness to respond to this even though you've probably done it 1000s of times before. The shadows under the geese is an obvious un-pixely thing to do... that's a screenshot from another project which didn't use pixel shadows, so I agree with you 100% there.  As for the bobber room... I'm not against the color conservation approach, just wasn't aware of it. I will consider revising the bobber room in the future when I find time. It could obviously lose a lot of nearly redundant colors. 

Unrelated to that.... has anyone attempted to build an interactive "world" version of The Joint yet? I'm a Flash developer and I have an isometric engine developed for a previous project. It would be fun (and not that hard) to plop the apartment graphics in and have a character walk around, especially considering the graphics are already layered in such a way that the character(s) could move behind walls, etc. :)


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jalonso (Level 11 Godfather) @ 10/7/2008 11:57
While I am not the only Mod here. I am very anal retentive about color conservation in pixelart so I just can't quite bring myself to approve it, even if I love the room concept and idea. Even the pixel work is good and your room does belong in the Joint.
This also goes for the shadows in your geese pixel and others too.
In regards to pixel purity I will say that I myself make these 'hybrid' pixelart from time to time and essentially there is no problem with them. In Pixeljoint however because the focus is pixelart and the membership level is very diverse. Because the newer artists to pixelart are learning from others and because we can't encourage bad habits to begin with, we don't allow pixelart variations.
You are quite correct that this discussion has gone on many times. It is very difficult to justify one piece where the pixelling skill is evident and the piece should be allowed (such as your pieces). The problem for is that then these type of examples are shown in the popular 'wtf, but you let this in o.O' scenario.

We can leave up for other Mod input for now, k.

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fenstalker (Level 1 Rookie) @ 10/7/2008 08:25

Ah, thanks for the details. (I'm sure it's not the first time you've made this point.)  I'm familiar with pixel-level graphics but I guess I'm new to purist pixel art and didn't realize palette minimalism was such a big deal. I did use translucent layers to build the art in a few places as a method of finding which hues/shades to use, but I can see that if palette minimalism is a goal, I would use colors from other areas of the image. Is the image in "AWAITING APPROVAL" status for this reason alone?


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jalonso (Level 11 Godfather) @ 10/7/2008 06:16
First off, the room is awesome and beautiful!
Your room here has 163 colors. This almost always suggests that a layer has transparency. Here the water is probably to blame. The mild fade on the outer walls may also be some kind of transparency. In pixelart minimal color use or color conservation is an important aspect of the art form.
In this room no more than 38 colors are really needed:
8 from the template colors
6 reds
8 blues
8 green/yellows
4 greys
2 oranges
black and white

To be clear. Transparency is pixelling on a layer and then making that layer 99% or lower transparent.

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fenstalker (Level 1 Rookie) @ 10/6/2008 18:01
Can you clarify? What areas do you feel are weak for that reason?

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jalonso (Level 11 Godfather) @ 10/6/2008 17:48
Its a big shame you always use transparency layers in your pixelart :(
You don't even need to on any of your pieces, everything could be easily hand-pixelled using opaque.

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fishing, bobber, apartment, joint, water, room, Bobber Room avatars, Bobber Room icons, Bobber Room pixel art, Bobber Room forum avatars, Bobber Room AOL Buddy Icons

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