It is currently Sat Oct 21, 2017 5:28 am

All times are UTC - 7 hours





Post new topic Reply to topic  [ 34 posts ]  Go to page 1, 2, 3  Next
Author Message
PostPosted: Sat Apr 23, 2016 2:49 am 
Offline
Formerly WheelInventor

Joined: Thu Apr 14, 2016 2:55 am
Posts: 908
Location: Gothenburg, Sweden
I think this is getting critique ready:

Image
Image

This time, i tried to convey light/shadow effects with just one single palette for the playfield, in order to have more to spare. The other palettes used for backdrop and the placeholder status bar don't do much here and could easily be used for other stuff.

It started out as an investigation on how diablo might look like if it were to be demade, but it quickly evolved into something else (but a bit similar looking). I made a bunch of notes too on how this may actually play if anyone's interested, but i'd like to hear what you think of it first.


Top
 Profile  
 
PostPosted: Sat Apr 23, 2016 4:14 am 
Offline

Joined: Thu Aug 20, 2015 3:09 am
Posts: 284
:shock:

How you managed to shoehorn that into NES restrictions, I have no idea. How many tiles in that screen?

If I had to nitpick, it's a little monochromatic. But attribute boundaries are pretty limiting for unaligned graphics.


Top
 Profile  
 
PostPosted: Sat Apr 23, 2016 4:23 am 
Offline
Formerly WheelInventor

Joined: Thu Apr 14, 2016 2:55 am
Posts: 908
Location: Gothenburg, Sweden
Thanks! I counted to 143 or $8f unique tiles in use. Some could possibly be replaced by lookalikes.


Regarding monochromatism, i want to do something about it, but first i wanted to be sure i could do something that looks convincing with just one. Changing the common colour from black to middle blue should open up some possibilities, but generally speaking/in many cases, two colours need to be common for a transparent effect. Other than that, i guess a game engine could alternate between attribute tables to increase the granularity but i don't know if that is practical or feasible.

Another note on the same is that it probably shows of that i'm much more used to scribbling with black on white than with colour pencils.

_________________
http://www.frankengraphics.com - personal NES blog


Top
 Profile  
 
PostPosted: Sat Apr 23, 2016 6:06 am 
Offline

Joined: Sun Sep 19, 2004 11:12 pm
Posts: 19113
Location: NE Indiana, USA (NTSC)
Two-player co-op? I'm curious to see your character designs for Will and Faith.


Top
 Profile  
 
PostPosted: Sat Apr 23, 2016 6:40 am 
Offline
Formerly WheelInventor

Joined: Thu Apr 14, 2016 2:55 am
Posts: 908
Location: Gothenburg, Sweden
2 player co-op is the aim! I'd like to have players choose from four characters (much like Gauntlet which is a prime reference), and one of the characters would be a thief boy named Wart, in reference to *some* character in Diablo 1. Haven't thought much about their looks yet, though.

EDIT: Will and Faith was actually just attributes, but i think they are perfect as character flavour. Mind if i use it as such?

_________________
http://www.frankengraphics.com - personal NES blog


Top
 Profile  
 
PostPosted: Sat Apr 23, 2016 9:17 am 
Offline
User avatar

Joined: Mon Sep 15, 2014 4:35 pm
Posts: 3074
Location: Nacogdoches, Texas
To try and make it look less monochrome, what I'd do is I'd make the whole building thing a different color than blue while keeping the ocean that, and at the boundaries of where the building and the ocean meet, use another palette that's kind of intermediate. You could make the edge of the building appear more roughed up to work better with BG attributes.


Top
 Profile  
 
PostPosted: Sat Apr 23, 2016 9:34 am 
Offline
User avatar

Joined: Sat Mar 30, 2013 12:24 am
Posts: 258
I quite love it. If you ever want to pick my ear by PM for more specific feedback, feel free to do so.

Otherwise, I'll keep an eye out for what you have in progress.

_________________
www.mteegfx.com


Top
 Profile  
 
PostPosted: Sat Apr 23, 2016 9:58 am 
Offline
Formerly WheelInventor

Joined: Thu Apr 14, 2016 2:55 am
Posts: 908
Location: Gothenburg, Sweden
Thanks! Something like so?

(edit: old pic moved to link - *new* pic inserted for new details and cliffside)
Image

_________________
http://www.frankengraphics.com - personal NES blog


Last edited by FrankenGraphics on Sat Apr 23, 2016 1:25 pm, edited 2 times in total.

Top
 Profile  
 
PostPosted: Sat Apr 23, 2016 10:25 am 
Offline
User avatar

Joined: Mon Sep 15, 2014 4:35 pm
Posts: 3074
Location: Nacogdoches, Texas
Yeah, except I'm not sure how you're going to explain what that black mass to the side is. I'd also try and go for more varied colors still, which would make you need to fix the bottom part with the dirt of it'd look really messed up. I actually notice that you're using a gold and a gray palette, which could be a bit of a problem.


Top
 Profile  
 
PostPosted: Sat Apr 23, 2016 11:51 am 
Offline

Joined: Thu Aug 12, 2010 3:43 am
Posts: 1589
Probably the biggest change would be making the walls have another color (right now they look the same as the floor, even contrast-wise, not just hue). This would also be the most likely thing to cause trouble with color clash. Would be worth trying to figure out though.


Top
 Profile  
 
PostPosted: Sat Apr 23, 2016 12:28 pm 
Offline
Formerly WheelInventor

Joined: Thu Apr 14, 2016 2:55 am
Posts: 908
Location: Gothenburg, Sweden
that black mass (mess?) was me throwing something cheapo there made from recycled cloud and mountain tiles before dinner just to have something that could serve as separation. It's replaced with dedicated ruin/cliffside tiles now, in the same post.

@M_tee: Thanks! I like your style, it is very clear. That's something i can take lessons from. :beer:

@sik: food for thought. It could be easier to implement in the dungeons where no palette is bound to the lake/ocean.

_________________
http://www.frankengraphics.com - personal NES blog


Top
 Profile  
 
PostPosted: Sat Apr 23, 2016 1:20 pm 
Offline

Joined: Thu Aug 12, 2010 3:43 am
Posts: 1589
Well, my biggest worry would be more the boundaries where walls and floor meet, since that diagonal would make it some serious hell to cleanly avoid an attribute clash.


Top
 Profile  
 
PostPosted: Sat Apr 23, 2016 1:21 pm 
Offline
User avatar

Joined: Mon Sep 15, 2014 4:35 pm
Posts: 3074
Location: Nacogdoches, Texas
Yeah, personally, I don't think the walls need to be a different color than the floors. Anyway, One thing I did do is I made the sunset a bit taller changed the color of the clouds, because I don't know why they'd be blue in this case. I actually tried to make the ocean less blue and more of that golden color, but I couldn't get it to work. I'm not to sure what's up with your ocean, as it goes from dark, to light, to medium, and then to dark again. I'd have thought it'd be a steady gradient from dark on the bottom to light on the top.

And yeah, the wall is 16 pixels taller.

Attachment:
New Sunset.png
New Sunset.png [ 973 Bytes | Viewed 1938 times ]


Top
 Profile  
 
PostPosted: Sat Apr 23, 2016 2:04 pm 
Offline

Joined: Sun Sep 19, 2004 11:12 pm
Posts: 19113
Location: NE Indiana, USA (NTSC)
WheelInventor wrote:
one of the characters would be a thief boy named Wart, in reference to *some* character in Diablo 1.

But could Wart beat up Wart?


Quote:
EDIT: Will and Faith was actually just attributes, but i think they are perfect as character flavour. Mind if i use it as such?

Go ahead.

Anyway, the walls facing the light source do kind of blend into the floor. You might want to draw a line between them. It doesn't have to be a cartoonish outline, just something to suggest the ambient occlusion of a concave dihedral. (In plain English: It's harder for light to get into a corner.)


Top
 Profile  
 
PostPosted: Sat Apr 23, 2016 2:47 pm 
Offline
Formerly WheelInventor

Joined: Thu Apr 14, 2016 2:55 am
Posts: 908
Location: Gothenburg, Sweden
Quote:
Anyway, the walls facing the light source do kind of blend into the floor. You might want to draw a line between them. It doesn't have to be a cartoonish outline, just something to suggest the ambient occlusion of a concave dihedral. (In plain English: It's harder for light to get into a corner.)


Is this enough of a line? Also added the opposite for the stairwell edge, and there's an attempt at fixing the ocean:
Image

_________________
http://www.frankengraphics.com - personal NES blog


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 34 posts ]  Go to page 1, 2, 3  Next

All times are UTC - 7 hours


Who is online

Users browsing this forum: No registered users and 3 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group