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Wow this looks really awesome. I love your palm trees, check out mine in my latest piece.. www.pixeljoint.com/pixelart/83949.htm I need to thicken mine up..I'll definitely be using this as a reference to edit it in the future.
The saturation in the foreground could be toned down a bit since, as many have already mentioned, there's too much of a distraction caused by it. This includes the light green and purple plants but also the water is off-putting as a result of the sharp contrast and saturation.
Otherwise I adore these tiles, great forms and balance.
I think it's okay to be so bright and colorful, but the issue is low contrast of the stone. If the stone was as high contrast as the water and foliage, it would be much more readable.
Edit: touched post while typing (phone).
Really great work, I think it might distract from the units too much because of how bright and colorful it is. The water looks nicer in the video than above.
Wow, very odd about the 66 color count! Something must have gone wrong with transparency somewhere, because it isn't supposed to be that high, haha. More like 6 or 7 like you said, Stava.
Great crit about the shrubs too; I think that's something that'll have to be done. ;) These were initially created to be used in tree tops in kind of a "seamless" way, but additional depth would be a great idea.
I see what you're saying Dr.D; I think they're valid points. I personally love saturation though, and something I've found is that the discrepancies in monitors tend to mean that more contrast is helpful. I've got a dual monitor set up, and even though I've tried to calibrate the two, I think age just affects some of the way things displays (older monitors seem to wash out colors and make things more dim). And since this is a PC game first, my thought was to ramp up contrast to compensate.
And yeah, I'm not super happy with the over-all implementation of these assets in the game, since I'm not the one who's actually building the levels right now. The tiles do have the potential to make things feel too busy, and they likely are on the busier side of things in the mock up, but it was mostly to just show some potential with the tile set (like you said, Dr. D).
But I'll totally look into adjusting a few of these tiles to tone down the business that they can present from time to time, thanks! :)
I'm not sure but I think I spotted a NPA element.. http://i.imgur.com/E1dPHZa.png
this pillar has 66 colors, and it could have been made with 6 or 7 colors. I don't think you picked the 66 colors on your own, and I don't know how did they happen.. ? Fix or explanation would be nice
I would also edit the shrubs, give them more depth like this http://i.imgur.com/k3VG17t.gif
Other than that this mockup is really amazing :- )
I like the pixel tech here, but I must say that there is a lot of clashing going on in this mockup in particular. I think the colors are too saturated, and there is way too much contrast all over the place. It is all quite busy and a lot to look at. I would say it is just this mockup in particular, as you're using it to show off various game elements.. but I played the demo too, and the problem persisted there as well.
I also don't feel like some of the tiles integrate into the scene very well in places. They really look layered on top.
Those are just my 2 cents on things that could be improved for the game and as standalone art, that could just take this up a notch to make it look beautiful.
My favorite piece of this is the background hills. Love 'em!
Amazing!