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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?
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
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. :)
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?
i see a cupcake on the water.