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BrightBit
Midshipman ![]() ![]() Joined: 11 May 2014 Online Status: Offline Posts: 98 |
![]() ![]() ![]() Posted: 13 July 2011 at 6:49am |
Hello Pixeljoint community,
Here's a very, very, very, very early version of my game: BNB 0.0.1 [Rev. 61] on Zippyshare If you don't want to invest your time in testing my application, just watch this: Small YouTube Video I know that this isn't much but I want to get feedback as early as possible, so please tell me what you think or if you encountered any bugs. Controls: Movement: WASD Use: E current mockup status: ![]() ![]() For a thread that deals with the people graphics separately: Tiny People For a thread that deals with the car graphics separately: Tiny Cars For a thread that deals with the faces: Faces. For a thread that deals with menu graphics: Character Creation Menu. For a thread that deals with the headline/logo: Game Logo. Edited by BrightBit - 07 June 2012 at 6:05pm |
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CELS
Commander ![]() ![]() Joined: 23 September 2022 Online Status: Offline Posts: 758 |
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The sidewalk on the far side of each building should be more narrow than the side that is nearer to the viewer, as the building should be covering it. Right now, my eyes are struggling to understand the perspective.
Failing that (might cause problems with your tiles, I guess), there should at least be some shadow hitting the pavement from the building. I know it's a tile thing, but it's confusing for the eyes that all the vertical walls are five times as thick as the horizontal walls. Check out this thread to see how you can avoid that. http://www.pixeljoint.com/forum/forum_posts.asp?TID=10836&PN=6 |
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MacNcheese
Seaman ![]() ![]() Joined: 13 July 2011 Online Status: Offline Posts: 36 |
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What CELS said is true, however you also need to pay attention to the little garden at the top-left corner, the garden should end at the walls border.
![]() I pushed the garden abit forward to end at the walls border, which i estimated to be the thickness of the wall away from the border we see, good luck :) EDIT: The windows bottom seem to be inside the wall with about 3 pixels, Yet the windows top alligns with the wall. You can solve this by pushing the window top in by about 3 pixles Edited by MacNcheese - 13 July 2011 at 1:34pm |
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BrightBit
Midshipman ![]() ![]() Joined: 11 May 2014 Online Status: Offline Posts: 98 |
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Hello CELS and MacNcheese,
thank you for your help. I added some shadows and I think - although I didn't want to add shadows in the first place - it was a good decision to add it. The perspective "errors" are, as CELS mentioned, due to the way the tiles are designed. My game (or Roguelikes in general) won't support overlapping tiles. Roguelikes are a complete genre for games. They all look similar to this one for exampe: Dungeon Crawl. I just violated the Roguelike style a bit by making the horizontal walls look like 3D walls for readability reasons. So the perspective errors are no issue but thank you nonetheless. My first approach: ![]() ...after some progress: ![]() I am mainly looking for critiques and comments based on the readability of the tiles or their overall look and feel, colours, contrast and if for instance the doors fit to the windows or the tables to the floor, etc. Edited by BrightBit - 30 November 2011 at 5:31pm |
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King of Games
Midshipman ![]() ![]() Joined: 02 December 2014 Online Status: Offline Posts: 43 |
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This reminds me of the True Lies game for SNES. Could provide a good reference. Check it out:
http://www.youtube.com/watch?v=XOungZqtQWE |
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KittenMaster
Midshipman ![]() ![]() Joined: 23 November 2015 Online Status: Offline Posts: 83 |
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Even with the shadows, it is very difficult to make out boundaries, a key and necessary graphic requirement for a Roguelike. It actually looks like the dirt with the trees are actually inside the building or on the top of the building.
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BrightBit
Midshipman ![]() ![]() Joined: 11 May 2014 Online Status: Offline Posts: 98 |
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I changed the walls and windows and made the dirt a bit brighter. Did it help?
[image] Edited by BrightBit - 22 July 2011 at 10:45am |
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zch
Midshipman ![]() ![]() Joined: 26 August 2021 Online Status: Offline Posts: 24 |
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Propably not what you are looking at all, but you could make both walls thin if you do it like this.
![]() Too lazy to make proper tiles. but you get the idea :) |
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Exorph
Seaman ![]() Joined: 31 March 2021 Online Status: Offline Posts: 6 |
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I think the change made it all even more confusing. What bothers me the most about the orininal pictures are the 3D walls coupled with the 2D doors, especially the openings between rooms.
And also the sharp border between sidewalk and the patch of dirt. The game itself looks really interesting though! I love roguelikes, and this seems very appealing and different. |
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BrightBit
Midshipman ![]() ![]() Joined: 11 May 2014 Online Status: Offline Posts: 98 |
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Hello again,
thank you zch for your illustration but you're right this perspective would increase the difficulty for me to draw tiles, items and so on. That's one of the reason why I have chosen the roguelike gamestyle: It's relatively easy to create content. @Exorph: I think you're right but I don't know how to improve it without losing the advantage I mentioned above. I did test some darker walls to see if the readability becomes supported by the higher contrast. I also added some kind of fog of war and lines of sight to see if the walls do even matter that much. [image] [image] What do you think? Edited by BrightBit - 22 July 2011 at 10:45am |
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Exorph
Seaman ![]() Joined: 31 March 2021 Online Status: Offline Posts: 6 |
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It's really difficult to tell that the vertical walls are actually walls. Especially with the doors looking like they do, since they make the walls look like paths leading into them.
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BrightBit
Midshipman ![]() ![]() Joined: 11 May 2014 Online Status: Offline Posts: 98 |
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Hi again,
you're right Exorph. I was hoping that it wouldn't be that annoying but well... What about this one? [image] I made the 3D walls 2D and removed the black part of the opened doors. I might remove the wall shadows now and darken the walls again but first I want to know what you guys think of it. Edited by BrightBit - 22 July 2011 at 10:46am |
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BrightBit
Midshipman ![]() ![]() Joined: 11 May 2014 Online Status: Offline Posts: 98 |
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I worked on the menu bar on the bottom of the image and therefor created a font. Please criticise the font as well if you like. Here we go:
[image] ...and here with lines of sight: [image] The letters Q, z, Z, x and X are the worst. The small bit on the Q looks odd and the antialiasing of x, X, z and Z don't look right to me. Any hints on where to set the grey pixels? Edited by BrightBit - 22 July 2011 at 10:47am |
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onek
Commander ![]() ![]() Joined: 19 May 2009 Online Status: Offline Posts: 416 |
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i dont like the grey walls at all...
they still dont read to well i liked how u did it in ur first approach most... with those high shadows.. make the shadow a bit darker ...also u could make the walls cast shadows on the floor to set them more apart like so: ![]() Edited by onek - 15 July 2011 at 5:34pm |
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BrightBit
Midshipman ![]() ![]() Joined: 11 May 2014 Online Status: Offline Posts: 98 |
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@onek: My first approach makes opened doors that lie under a wall look as if you can walk into this wall. That's why I changed it because this way opened doors didn't read well. :-(
I finally changed the walls again to use a brick pattern. Does it read now? [image] Edited by BrightBit - 22 July 2011 at 10:48am |
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Hatch
Admiral ![]() ![]() Joined: 05 August 2015 Online Status: Offline Posts: 1387 |
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I honestly think your very first post was the best version of the walls so far. The latest update makes them even more confusing.
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bannanawalrus
Commander ![]() ![]() Joined: 23 April 2010 Online Status: Offline Posts: 230 |
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The perspective is really confusing me. I can't tell what's from the top, or the side, or anything, the doors, walls and windows are all sending off different perspectives. It's not an issue of the texture.
![]() If you're going for a 3/4 view then you need to use either 1. or 2. (2 is more realistic but a bitch for tiling) and if you're going for top down, then you need to dispense with the doorways and windows, like 3. You're really good at pixel art (probably better than me :/) but just work on your perspectives some more before you waste time creating great art that doesn't fit. Edited by bannanawalrus - 19 July 2011 at 3:08pm |
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Hatch
Admiral ![]() ![]() Joined: 05 August 2015 Online Status: Offline Posts: 1387 |
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"but just work on your perspectives some more before you waste time creating great art that doesn't fit."
I don't think you understand the limitations of the type of game he's working on. |
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bannanawalrus
Commander ![]() ![]() Joined: 23 April 2010 Online Status: Offline Posts: 230 |
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What you mean rougelikes? I love rougelikes, and there are 3/4 view rougelikes out there, just as there are many top down ones, and the way in which the doors and windows have been done make it seem 3/4 view, whilst the walls make it seem top down, Hence confusion.
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BrightBit
Midshipman ![]() ![]() Joined: 11 May 2014 Online Status: Offline Posts: 98 |
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Hi bannanawalrus,
can you show/name those 3/4 view roguelikes, please? I could use them as a reference... ...but nevertheless Hatch is right. I am aware of the fact that the perspective of the walls and windows differ from the perspective of the other tiles but there are certain limitations that seem to force me to do it the way I do it:
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onek
Commander ![]() ![]() Joined: 19 May 2009 Online Status: Offline Posts: 416 |
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aha ok .. so its a specific kind of game ur working on.. hadnt heard anything about so called roguelikes before...
the examples in ur last post are UGLY AS HELL though... please make something nicer... about the walls, .. what ab out something like this ? ... i dont like the brickwalls though,compared to the rest, theyre far too busy to me and i dont like the color... ![]() |
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BrightBit
Midshipman ![]() ![]() Joined: 11 May 2014 Online Status: Offline Posts: 98 |
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Hi onek,
to be honest: your version irritated even me... :-) ...I also tried the inverse (horizontal walls are dark, vertical walls are bright) but it didn't work either. But don't get me wrong I highly appreciate your suggestions. Every little advice or hint can help me, so thank you. I've got another approach. I reduced the contrast of the bricks and added a small border to the walls: [image] Edited by BrightBit - 24 July 2011 at 3:56pm |
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onek
Commander ![]() ![]() Joined: 19 May 2009 Online Status: Offline Posts: 416 |
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i think u nailed it with ur last approach :D
the walls shout be brighter tho i think |
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bannanawalrus
Commander ![]() ![]() Joined: 23 April 2010 Online Status: Offline Posts: 230 |
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I agree with onek, the last one is nice.
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BrightBit
Midshipman ![]() ![]() Joined: 11 May 2014 Online Status: Offline Posts: 98 |
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Thank you guys... I am glad to hear that it finally looks okay. :-)
I made some small changes to fix some issues with the windows, added a new window type and a tank. [image] Edited by BrightBit - 25 July 2011 at 6:07pm |
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Blueberry_pie
Rear Admiral ![]() ![]() Joined: 24 July 2015 Online Status: Offline Posts: 2176 |
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I feel that the wall tiles kinda blend in with the ground tiles in some areas. Have you considered lowering their saturation? Something like this:
![]() I like what you have so far, btw. Please keep us posted on the rest of the game as well :) |
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BrightBit
Midshipman ![]() ![]() Joined: 11 May 2014 Online Status: Offline Posts: 98 |
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Thank you Blueberry_pie,
I will keep you posted about the game as well. :-) About the saturation thing: I need to think about it. My first impression is that it takes too much colour out of the image. I made some minor changes. The tank is now less futuristic and there are three different colour schemes for them. There are women now, too. Not sure if they read that well, though. They might have more details than the men... What do you think about them? ![]() Edited by BrightBit - 24 July 2011 at 3:58pm |
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BrightBit
Midshipman ![]() ![]() Joined: 11 May 2014 Online Status: Offline Posts: 98 |
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Another tiny update...
I tried to make the road look more vivid. Added some poles, changed the pipes of the tanks and made a innocent nude version of the female character. :-) ![]() What do you think about it? |
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eghost
Midshipman ![]() ![]() Joined: 19 June 2018 Location: United States Online Status: Offline Posts: 99 |
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Looking good... Minor crit would be that the blinds on the windows (the red ones) look kinda odd. The shape of them is fine, I think it's just the color that's throwing me...
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BrightBit
Midshipman ![]() ![]() Joined: 11 May 2014 Online Status: Offline Posts: 98 |
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Hi eghost,
thank you. :-) About the blinds: How do blue ones or green ones look like? Minor update: ![]() Edited by BrightBit - 28 July 2011 at 3:31pm |
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eghost
Midshipman ![]() ![]() Joined: 19 June 2018 Location: United States Online Status: Offline Posts: 99 |
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I like both, it was just the red that was bothering me...:)
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Smilecythe
Seaman ![]() ![]() Joined: 22 November 2019 Online Status: Offline Posts: 24 |
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I suggest you do this to the doors on horizontal paths. Even if it doesn't go as your heart desires, this would make everything less confusing.
![]() Edited by Smilecythe - 29 July 2011 at 3:53am |
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BrightBit
Midshipman ![]() ![]() Joined: 11 May 2014 Online Status: Offline Posts: 98 |
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I tried a different approach regarding the perspective of the vehicles.
To reduce the effort needed to create visual content I've decided to use
a top down view for the cars:
![]() @Smilecythe I don't want to create two versions for each door because of the same reason why I am using a top down view for the cars. Roguelike games were originally invented to remove the requirement to create artworks. Some roguelikes even use only ASCII art to visualise their game environment. But I agree: roguelikes can be a bit confusing in terms of perspective correctness. ![]() Edited by BrightBit - 30 July 2011 at 12:40pm |
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BrightBit
Midshipman ![]() ![]() Joined: 11 May 2014 Online Status: Offline Posts: 98 |
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...another tiny update:
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BrightBit
Midshipman ![]() ![]() Joined: 11 May 2014 Online Status: Offline Posts: 98 |
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Hello Pixeljoint Community,
I've got an update again. Sorry, if I'm a bit too slow. The interface was too blocky and too old school in my opinion. The speech bubbles also did look way too boring, so here is a different approach: ![]() As you can see: I also added some kind of fog of war as an indication for the field of view of the player in the middle of the screen. What do you think? Greetings BrightBit |
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BrightBit
Midshipman ![]() ![]() Joined: 11 May 2014 Online Status: Offline Posts: 98 |
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Hello Pixeljoint fellas, :-)
Another update! I am now using a different style for the faces of those speech bubbles: Face Thread: ![]() ...and I am also working on an african tileset: ![]() There are also some tiny GUI adjustments but everything is still work in progress. BTW: I used this image as a reference for my giraffe. Greetings BrightBit Edited by BrightBit - 07 January 2012 at 8:48pm |
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BrightBit
Midshipman ![]() ![]() Joined: 11 May 2014 Online Status: Offline Posts: 98 |
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I've changed the interface (the menu on the bottom of my screenshots). If you want to see the changes please look for the very first post in this topic. I didn't want to link them here to reduce the image count.
Greetings BrightBit |
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FrostPumpkin
Commander ![]() ![]() Joined: 18 January 2022 Online Status: Offline Posts: 188 |
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Your small sprites are great ! Those animals looks really nice.
The new face in the speech bubble is really ugly compared to the old one though |
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BrightBit
Midshipman ![]() ![]() Joined: 11 May 2014 Online Status: Offline Posts: 98 |
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Can you describe what exactly is making the face ugly? The colours, the proportions or something else? Did you see my complete face collection here: Faces
Do they all look ugly or just this one? ...and last but not least: Does it really look ugly or just not as good as the old version? Sorry for my questions but to be honest your words took me by suprise. I didn't expect that. :) Nevertheless, thank you. It just can help me create better graphics. |
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BrightBit
Midshipman ![]() ![]() Joined: 11 May 2014 Online Status: Offline Posts: 98 |
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Another question: Does the face feel ugly because of the speech bubble? I reworked the dialogue interface. Dialogues will also be dealt with in the bottom menu bar now (inspired by the Baldur's Gate series):
![]() Do my faces look better within this context? (Please ignore the dialogue text. It was just a small dialect experiment.) |
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FrostPumpkin
Commander ![]() ![]() Joined: 18 January 2022 Online Status: Offline Posts: 188 |
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I don't think it has to do with the speech bubble.
Ugly is not the good word, sorry for the mistake. I would rather say that the new guys looks a bit stupid. I'll try to make it constructive : The thing I notice the most is a kind of strabism on the new face that gives him that stupid look. Also, the different parts on the face are completely separated, I guess it is meant to be changed/replaced to create multiples combinations and faces. The fact you added shading only on these parts makes the rest of the face look flat. Plus, I feel these faces are a little bit too large but maybe that's just me. Important point i forgot to mention, I don't like how the outlines are brighter than the background I really prefere the first one in all points, including color palette, shadings and expression Hope this is helpful I made an edit wich rendered really nicely but I closed it without saving by mistake. (I know, this is stupid and does not need to be mentionned). PS: I like the way you accept critics, I hardly do such. And I love the way you make constructive critics and edits about other works, especially on pixelation. You are an exemple I should follow And your animation skills are awesome (omnomnom particles) |
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FrostPumpkin
Commander ![]() ![]() Joined: 18 January 2022 Online Status: Offline Posts: 188 |
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![]() I remade the edit. It resumes pretty much all I said. Rounded up the chin a bit, changed colors, added shadings and lightings. Hope it helps ! Edited by FrostPumpkin - 03 May 2012 at 10:08am |
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BrightBit
Midshipman ![]() ![]() Joined: 11 May 2014 Online Status: Offline Posts: 98 |
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Well, this is what I call useful critiques. Thank you. :)
You have some really good arguments there. I didn't even notice the strabism for example. The flatness and the bright outlines are good points, too. Sadly you're right about the flatness being a result of the interchangability of the facial features but maybe I can add some shadows without sacrificing it. I also had some thoughts about the overall size of the faces but making them smaller might worsen the usability of the custom character creation for players. Nevertheless I will rework those faces and your edit will really help me. Thanks again. I really appreciate your critiques. PS: By pixelation you mean www.wayofthepixel.net? I've got no account there. Maybe you are mistaking me for someone else because I also did just one pixel animation in my life and you wouldn't praise my skills for this one. ;) But now I'm curious. Where can I see those omnomnom particles? |
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FrostPumpkin
Commander ![]() ![]() Joined: 18 January 2022 Online Status: Offline Posts: 188 |
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You're welcome !
I realised while making my edit that the interchangeability of these facial features would somehow not work with the way i dit it. Thought, you can make the area dedicated to these facial features a little bigger so you can place the shadings of the nose (wich, i think, is an important point). Yes ! I mistaken you with PixelPileDriver on this topic http://www.wayofthepixel.net/pixelation/index.php?topic=13546.0 Really, I don't know why... Got confused with the nickname even though they are completely different. |
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BrightBit
Midshipman ![]() ![]() Joined: 11 May 2014 Online Status: Offline Posts: 98 |
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I've uploaded a first (very early) version of my game. See first post for more details.
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