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Hmm... well, I'll be doing a lot more unshaded art for a while, so I guess you guys can enjoy it while it lasts. But yeah, the detail in the floors + bkgs is partially why they really need the art upgrade.
Btw, the Earth god's body positioning is strange. His arms and legs are sunken into the earth and control it, but his body goes out so he can breathe (and it can be a weak point). He kind of looks like a dwarf right now, but that will be conveyed better once he's animated. This is really the "weak point visible" frame.
Sorry Innomin, but I agree with Philippejugnet.
The unshaded versions have this delicious Zelda II-esk feel to them.
BUT! If you're displaying the game at 4x scale, I think that (once animated) the shaded ones will look great. It might sound strange, but I'd need to see the floor and wall tiles before I can judge.
Finally, the Earth god's body (his actuall body, not his mud body) looks strange to me, how he's leaning foreward and all.
@Gecimen: Thanks. But umm... the clothing is fairly saturated as is. Pxile has a bit of a desaturated aesthetic, so I can't super-saturate like retro games and some of my old stuff. A couple colors are a little too close to skin right now, though, if that's what you're talking about.
@philippejugnet: Hopefully you're the only one. XI The game is rendered at 4x zoom, so "clean" can become "plain" at that scale. I'm a little shocked you feel that way, though, considering your "=/" comment on Lune's page.
I prefer the version without the detailes, the simple ones, looks more clean
Very nostalgic sprites. I would add some saturation to clothing.
No, I understood that the Earth god has his arms and legs in... the earth's arms and legs (strange wording), but it's poorly conveyed I think. The form of shading you have makes it seem as though his arms and legs are cut off. If they faded in more smoothly instead of being straight cut off, it'd look better.