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Thanks! I've just been picking through your work. The Flash Git with Snazzgun is awsome!
Very nice shadow placement and colour utilisation. The contrasts do the trick here.
Pretty good. ;)
Splendid. Your gallery shows great and steady improvement over a short period of time
Now I see more clearly what you mean. Since this is a restricted pallete I think Ill add some of my own colors to it or take some colors out of the DB 16 pallete. Editing them right now.
It really depends on the game/project. In most RPGs, buildings are background in that the characters can appear to be in front of them, but since they're also important story/gameplay elements, they need to pop from the rest of the background (the ground, trees, etc). So, in most games, they're "duller" than the foreground (characters), but brighter/more contrasted than the non-interactive background elements.
Another thing to remember is that usually, it's not the entire building that has to be the focus, but its entrance and purpose. So, you'd want the door to be the most contrasting thing on it, plus the sign or whatever other indications there are of the building's importance/purpose.
I recommend looking at the handheld games by Brownie Brown (Sword of Mana, Magical Vacation, Magical Starsign, Mother 3), they tend to do this really well. Buildings read as interactable without being overpowering, and the points of greatest contrast on the buildings are the interactive elements.
Hmmm, I think I understand what you're saying but how are these building backround. I mean, wouldn't it make more sense for the building to "pop" out of everything else since they are highly interactable? As for the white decorations, I see exactly what you mean. I'll try to fool around with it to see what other combinations I manage to make.
I realise the DB32 palette limits your colour choices, but I feel like the green and blue are too bright. Buildings are generally background elements, they should be clear but not dominate the foreground. So, less-saturated colours are typically desirable for backgrounds. Backgrounds should also typically have less contrast than the foreground, and I think the contrast between the grey walls and light grey/white decorative elements on the green building is too high.
So, while these look lovely on their own, I don't think they'd look good as part of a game.
Thank you! Lots of credit goes to you for pushing me along ;).
@lol an honest mistake :P
You keep getting better at pixelart and pixelling in general and its very nice to see you put in so much effort :)
Yeah, I see what you mean. That was intentional though, its meant to be a smithy shop of sorts. I'm going to be making a more colorful version later. It looks more bland because depending on how you play the game the building colors may change if you are Good or Evil in the game. You basically just gave me that idea xD.
really nice, but the brown building (right) seems really monochrome and bland compared to the other two.
Hehehe, thanks mate. Actually these started out as just black and white. You should try black and white sometime, it always ends up evolving into something cool.