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Author | Message |
pistachio
Seaman ![]() ![]() Joined: 16 February 2017 Online Status: Offline Posts: 9 |
![]() ![]() ![]() Posted: 20 February 2017 at 5:02am |
Ripped straight from the chatbox when I was helping Hapiel, and posted here for your convenience. Some of this was in the making for up to a year. Hopefully it's still in the making.
Welcome to the OPP!Ideas: Custom simple examples of materials w/color ramps, for visual ref, doubles as example of color usage (DONE) Updated character rosters Moar hyperlinks Replace "marked with a *" with "red" or something else if formatting allows it Still some elaborating to be done now, then much later some visual formatting to kill the plaintext look. Thoughts? EDIT: update 1. EDIT: update 2. |
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Hapiel
Rear Admiral ![]() ![]() Joined: 14 April 2022 Online Status: Offline Posts: 3263 |
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Thanks for rewriting this.
To be clear for others: This is to replace the old style guide Some pointers of mine on this new suggested version: • STYLE [GENERAL] The style of all OPP assets is cartoony and 3-dimensional 3-dimensional seems very vague to me, perhaps the guide should elaborate what that means? Floor tiles are very flat for example. Also, probably here there should be a mention of sideview/platformer projection. • SHADING [GENERAL] Should there be some more detail on color usage? How to structure your ramps, contrast, etc.? For example now we have a huge difference in contrast of these new assets compared to these old ones ANIMATION [SPRITES] Good idea to add the asterix in there, but I think you might have overdone it. I'm sure people can use these sprites with way less animations, some games just require running and jumping animations and nothing else, not even idle! Also, static images can work perfectly fine as idle placeholders, so also this I wouldn't stress. It's super cool to finish everything, but realistically speaking, the amount of characters grows faster than the amount of animations. My suggestion of order of priority: PLAYER • Run • Jump • Idle • Take damage • Crouch • Fall • Attack • Walk • Die • Talk • Prolonged Idle • Interact NPCS • Idle • Walk • Talk • Interact ENEMIES Required animation heavily depends on enemy design, walk & idle might be the same animation and run & attack might be the same animation too • Walk • Idle • Run • Attack • Jump • Fall Foreground and background tiles are not animated As suggested by pringles, we're thinking of animating some water. Should the guide leave room for exceptions? Perhaps a mention somewhere at the bottom, that there are always exceptions to every "rule"? ![]() I'm looking forward to other additions and opinions |
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Hapiel
Rear Admiral ![]() ![]() Joined: 14 April 2022 Online Status: Offline Posts: 3263 |
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Some more thoughts:
Player characters might also get a "climbing" animation? low priority. In the tile section there should definitely be some explanation about layering tiles, all kinds of details should be layered on top for extra flexibility and less complex tiles. For example: This ![]() becomes this ![]() |
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Hapiel
Rear Admiral ![]() ![]() Joined: 14 April 2022 Online Status: Offline Posts: 3263 |
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Whadda yadda think of this?
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pistachio
Seaman ![]() ![]() Joined: 16 February 2017 Online Status: Offline Posts: 9 |
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That's pretty great Hapiel.
Some issues though: Darkest color in the material examples got cut off, and the DB32 gray was not really a good color to use there because it's confusing glass/chrome Typos: "typicaly" is "typically", no "and" in "red/pink ears noses", "transparent" is "transparent tiles" I'll mock up some visual elements soon then hopefully we'll get it working in the site. |
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