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botodev
Seaman ![]() Joined: 23 January 2011 Online Status: Offline Posts: 2 |
![]() ![]() ![]() Posted: 25 January 2011 at 11:36pm |
In most pixel art, A backdrop that depicts a city is usually layered with a darker color in front and maybe 2 layers of lighter color buildings in the back.
Are there any good rules to follow when designing this? I mean it seems simple enough, but are there guidelines you could follow? Choosing colors and so on.
If you are reading this and you did a backdrop like that, could you please link it in this thread? Maybe give a quick rundown on how to composite something like that? Or a link to another thread or tutorial if you know one.
Also, are there considerations if you want to make it a parallax scrolled background? Edited by botodev - 26 January 2011 at 7:07am |
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cure
Commander ![]() ![]() Joined: 23 March 2022 Online Status: Offline Posts: 2859 |
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color-wise just use the rules for atmospheric perspective: stuff farther back is going to be lighter and less saturated.
canabalt comes to mind as an example: ![]() I'm sure there's tons of other stuff, just gotta dig it out of the gallery. here are a few I found: ![]() ![]() ![]() ![]() ![]() Edited by cure - 26 January 2011 at 2:18pm |
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jeremy
Rear Admiral ![]() ![]() Joined: 25 November 2024 Location: New Zealand Online Status: Offline Posts: 1704 |
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jal's levels come to mind too
![]() ![]() ![]() ![]() I think that typically, when it comes to games, the speed of the parallax is defined by the programming. oh, one more that's a bit different: ![]() |
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botodev
Seaman ![]() Joined: 23 January 2011 Online Status: Offline Posts: 2 |
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Ok, that gives me some good examples to work with. Thank you.
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