WIP (Work In Progress)
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BrightBit
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Quote BrightBit Replybullet Topic: Basements & Bosses
    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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Quote CELS Replybullet Posted: 13 July 2011 at 10:21am
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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Quote MacNcheese Replybullet Posted: 13 July 2011 at 1:28pm
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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Quote BrightBit Replybullet Posted: 13 July 2011 at 3:37pm
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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Quote King of Games Replybullet Posted: 13 July 2011 at 5:57pm
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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Quote KittenMaster Replybullet Posted: 13 July 2011 at 7:26pm
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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Quote BrightBit Replybullet Posted: 14 July 2011 at 1:11am
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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Quote zch Replybullet Posted: 14 July 2011 at 1:29am
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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Quote Exorph Replybullet Posted: 14 July 2011 at 2:37am
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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Quote BrightBit Replybullet Posted: 14 July 2011 at 11:21am
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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Quote Exorph Replybullet Posted: 14 July 2011 at 2:28pm
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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Quote BrightBit Replybullet Posted: 15 July 2011 at 6:12am
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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Quote BrightBit Replybullet Posted: 15 July 2011 at 1:54pm
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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Quote onek Replybullet Posted: 15 July 2011 at 5:34pm
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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Quote BrightBit Replybullet Posted: 19 July 2011 at 2:44pm
@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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Quote Hatch Replybullet Posted: 19 July 2011 at 3:03pm
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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Quote bannanawalrus Replybullet Posted: 19 July 2011 at 3:06pm
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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Quote Hatch Replybullet Posted: 19 July 2011 at 3:11pm
"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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Quote bannanawalrus Replybullet Posted: 19 July 2011 at 11:50pm
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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Quote BrightBit Replybullet Posted: 20 July 2011 at 2:08am
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:
  1. I don't want to draw two sprites for doors and windows (a horizontal one and a vertical one) for time and effort reasons (I'm a programmer and I am doing the graphics casually).
  2. With the first point in mind: three dimensional walls look odd in combination with flat doors and windows as you can see in my first posts. It looks as if you can enter the walls through the doors.
Last but not least I want to show some examples of how those roguelikes that I had in mind while doing my graphics look like:



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Quote onek Replybullet Posted: 20 July 2011 at 3:45am
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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Quote BrightBit Replybullet Posted: 22 July 2011 at 1:22pm
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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Quote onek Replybullet Posted: 22 July 2011 at 3:31pm
i think u nailed it with ur last approach :D

the walls shout be brighter tho i think
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Quote bannanawalrus Replybullet Posted: 23 July 2011 at 4:31am
I agree with onek, the last one is nice.
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Quote BrightBit Replybullet Posted: 23 July 2011 at 5:37pm
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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Quote Blueberry_pie Replybullet Posted: 24 July 2011 at 4:28am
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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Quote BrightBit Replybullet Posted: 24 July 2011 at 3:56pm
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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Quote BrightBit Replybullet Posted: 25 July 2011 at 6:07pm
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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Quote eghost Replybullet Posted: 28 July 2011 at 2:29pm
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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Quote BrightBit Replybullet Posted: 28 July 2011 at 3:06pm
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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Quote eghost Replybullet Posted: 28 July 2011 at 4:21pm
I like both, it was just the red that was bothering me...:)
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Quote Smilecythe Replybullet Posted: 29 July 2011 at 3:53am
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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Quote BrightBit Replybullet Posted: 30 July 2011 at 12:39pm
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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Quote BrightBit Replybullet Posted: 01 August 2011 at 3:02pm
...another tiny update:


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Quote BrightBit Replybullet Posted: 24 November 2011 at 11:33am
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?


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Quote BrightBit Replybullet Posted: 07 January 2012 at 8:19pm
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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Quote BrightBit Replybullet Posted: 30 April 2012 at 10:30am
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.


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Quote FrostPumpkin Replybullet Posted: 01 May 2012 at 2:04pm
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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Quote BrightBit Replybullet Posted: 02 May 2012 at 2:23am
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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Quote BrightBit Replybullet Posted: 02 May 2012 at 2:36pm
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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Quote FrostPumpkin Replybullet Posted: 03 May 2012 at 9:43am
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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Quote FrostPumpkin Replybullet Posted: 03 May 2012 at 10:06am


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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Quote BrightBit Replybullet Posted: 03 May 2012 at 11:03am
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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Quote FrostPumpkin Replybullet Posted: 03 May 2012 at 2:37pm
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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Quote BrightBit Replybullet Posted: 30 May 2012 at 9:13am
I've uploaded a first (very early) version of my game. See first post for more details.
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