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js71
Wandering DJ


Joined: 22 Nov 2002
Posts: 815

PostPosted: Wed Nov 05, 2003 10:56 pm    Post subject: Style choices [quote]

Well, I've hit a difficult branching point in the Key development process. Which graphical style do I use?
I have two pics here, each with a different graphical style, and I need some help deciding.
This one:

Is very stylish and looks pretty nifty, but
This one:

Looks kinda old-school and classy. What with the no transitions. Yeah. I kinda liked the second one, but now I'm leaning more towards the first, but my brother says the second one looks better...
Hmm.
Help me out here, guys.
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Sirocco
Mage


Joined: 01 Jun 2002
Posts: 345

PostPosted: Wed Nov 05, 2003 11:14 pm    Post subject: [quote]

Transitions, please.
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Rainer Deyke
Demon Hunter


Joined: 05 Jun 2002
Posts: 672

PostPosted: Thu Nov 06, 2003 12:30 am    Post subject: [quote]

I prefer the first one. Not the best transitions I've ever seen, but definitely better than no transitions.
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Adam
Mage


Joined: 30 Dec 2002
Posts: 416
Location: Australia

PostPosted: Thu Nov 06, 2003 12:32 am    Post subject: [quote]

Who wants old school?

And isin't this thread in the wrong place?
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Happy
JonA's American snack pack


Joined: 03 Aug 2002
Posts: 200

PostPosted: Thu Nov 06, 2003 12:45 am    Post subject: [quote]

Those transitions make me dizzy.
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js71
Wandering DJ


Joined: 22 Nov 2002
Posts: 815

PostPosted: Thu Nov 06, 2003 1:21 am    Post subject: [quote]

Happy wrote:
Those transitions make me dizzy.

Good. ;)
Nah, just kidding, it looks MUCH better at 2x... Aka in-game... since it's at 320*200... so... Yeah. Wait and see.
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valderman
Mage


Joined: 29 Aug 2002
Posts: 334
Location: Gothenburg, Sweden

PostPosted: Thu Nov 06, 2003 8:56 am    Post subject: [quote]

Transitions look sooo much better than no transitions.
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Xegnma
Monkey-Butler


Joined: 03 Apr 2003
Posts: 53
Location: Trapped in Middle Earth

PostPosted: Thu Nov 06, 2003 1:34 pm    Post subject: [quote]

Stick with the transition version...
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js71
Wandering DJ


Joined: 22 Nov 2002
Posts: 815

PostPosted: Thu Nov 06, 2003 5:47 pm    Post subject: [quote]

Then it has been decided.
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LeoDraco
Demon Hunter


Joined: 24 Jun 2003
Posts: 584
Location: Riverside, South Cali

PostPosted: Thu Nov 06, 2003 6:54 pm    Post subject: [quote]

You could always try -- you know -- adding depth and perspective to everything. That right there would probably help.

And yeah: the transitions, while not perfect, are better than not having them at all.
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js71
Wandering DJ


Joined: 22 Nov 2002
Posts: 815

PostPosted: Thu Nov 06, 2003 7:03 pm    Post subject: [quote]

Tell me, what's not perfect about them?
Arg, that came out wrong- I was just wondering why you think they looked bad so I could imporve on them.
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akOOma
Wandering Minstrel


Joined: 20 Jun 2002
Posts: 113
Location: Germany

PostPosted: Sat Nov 08, 2003 10:30 am    Post subject: [quote]

Take #1
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Rainer Deyke
Demon Hunter


Joined: 05 Jun 2002
Posts: 672

PostPosted: Sat Nov 08, 2003 6:38 pm    Post subject: [quote]

Two suggestions for improving the transitions:

1. Instead of rounded corners, try diagonal transitions.

2. A clean separation between sand and grass would probably work better than the current mixed zone.
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LeoDraco
Demon Hunter


Joined: 24 Jun 2003
Posts: 584
Location: Riverside, South Cali

PostPosted: Sun Nov 09, 2003 10:04 am    Post subject: [quote]

-=(FRoG32)=- wrote:
Tell me, what's not perfect about them?
Arg, that came out wrong- I was just wondering why you think they looked bad so I could imporve on them.


Well, first of all: Rainer Deyke is correct; some diagonal tiles in there would improve things a whole bunch, as it would provide a more realistic look to the scene. It would provent the current boxiness.

Secondly: all of the images you produce lack perspective; to be more accurate, all of your images have projection, but it isn't a natual perspective. Rather, all of your images are taken from an orthographic projection, which is very unnatural (as it makes everything feel awkward and inorganic). So, as I said: adding perspective would improve things. Make the bottom of the trees rest above the bottom of tile. Same with your character images (as all the feet you draw rest at the bottom of the tile, and are (usually) perfectly parallel to each other. In real life, you almost never see a person from this perspective.) Your maps themselves feel like they are top-down views of the world, but this effect is ruined by the viewing angle on the trees/humans; eliminating the dark blue along the side of the water/grass transitions would help eliminate the top-down view effect. Alternatively, you could make all your objects on the map (e.g. trees and humans) be seen from a top-down perspective, although this would probably not convey much information.
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FRoG32_is_lazy_right_now
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PostPosted: Sun Nov 09, 2003 6:16 pm    Post subject: [quote]


Updated.
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