![]() |
|
Nice colors and animation, like the overall style.
Yeah, it was more of a mockup that I was making to see if the tiles looked good together, and then I decided to animate it and put it on PJ because I had it. You're right, though, I probably should have thought about composition more. Thanks for the feedback, anyway!
not particularly. You know much much better than me. Maybe I was just looking at the piece from the wrong angle. I guess the tiles are supposed to be the main focus, not the biogenic capsule thing
Hmm, well, it was mainly supposed to be a mockup to show the tiles. Do you have any suggestions for additions or changes?
I love everything about this piece, but somehow I feel like it isn't reaching its full potential. The room is so bare, and the main focus of the piece doesn't feel exhibited with as much grandeur as it should.
cooool~! ^^ i really like that one. looks like a very good / interesting game.
I wanna play this fullscreen, with eerie chiptune music going . . .
Make it happen!
I haven't decided on the presentation yet, but the gameplay has undergone some changes. I liked the old HUD too, but function over form. If it ends up not working on the main screen, I'll probably adapt it for the menu.
Pretty damn nice! Did you redo the old interface too? I liked the old one.
Great animation. Hope this is an RPG; it has a great ethos for that.
oh man i would love to have this tileset just to drool at
you gotta post this game when you're finished! FAVED
I think it helped. It's tough because both the floor and the pipes use a similar mix of warm and cool shades. Maybe if the high places (edges, overlapping pipes) had more warm colors while the floor used primarily cool colors it could enhance the depth. Or maybe there could be shadows on the floor from the pipes, I'd have to see it to know.
It's a small crit -- the piece looks great.
I see what you mean about the monitor. I'd make it shorter, but I was trying to match it to the sprite. I think it looks better next to the other machines than the tank, but yeah, I'm not really sure how to fix the perspective without it looking strange next to the sprite.
I lightened the border pipes a bit and increased the saturation. I tried to go more for a difference in hue than in brightness because I thought making the pipes too light would be detrimental to the atmosphere. Is this better, or does it still need more?
If the hallway pipes are still too hard to see, I can get rid of them or redo them. I can add shadows to the horizontal ones, anyway.
Thanks for the crit! I appreciate it.
Love the rusty metal, the colors, and the atmosphere. I like the way the pipes feeding into the figure imply movement. I'm having a bit of trouble recognizing the piece directly below the pod is. It looks like a control panel, but rendered at a completely different angle than the rest of the piece.
Also, I would lighten the tops of the walls for readability. If you look at the walls along the bottom of the screen, they use very similar values to those of the floor, so there's nothing that implies height. The pipes that run across the top between walls don't work for me either. They blend too much into the floor.
Great work!
This is for a game, actually! But it would be nice if I would actually make a game instead of writing down lots of contradictory things in my notes files and aimlessly pushing pixels around...
@Adarias: Yes. This art style draws a lot from CT, so I guess it's a homage or something.
What ever game you're making, I fully support it and want to help hahaha