11 March 2016 - Forum Rules
Started by Mindflower, May 08, 2017, 11:43:11 AM
Quote from: Shade Aurion on October 06, 2019, 05:54:16 AMMy argument for the 1st image is because the colors are bright in the 2nd and 3rd examples, they draw attention more whereas in the 1st, a background image being slightly duller doesn't distract from what is in the foreground. That way you can have brighter colors in the plain you're actually traversing, for power-ups, enemies, etc without worrying about it being confused with the background. The foreground should be highlighted and the background should frame it. This is the way things work in the majority of games for exactly this reason but nevertheless, this is just my subjective opinion. I just thought i'd expand on why ^_^
Quote from: Mindflower on October 01, 2019, 03:46:14 PMadded some tiles and made the animation a tad slower.
Quote from: lexluthermiester on October 12, 2019, 12:21:49 AMI this the slower animation looks good. It might look a better if you slowed it down 20% - 25% more. Only my opinion though. As is it looks good!
Quote from: alien nose job on October 10, 2019, 02:35:27 PMWhile I agree with Shade Aurion on the matter of making things easier to dissociate for the eye.I far prefer the 3rd and don't like the first much.I think you have excellent graphics and you spent some good time making the pillar look round.On the first picture, the problem - imho - is that while things stand out, they stand out too much, and the pillar, along with the whole background lost all its volume which is pretty sad.The 2nd looks too unified because everything is greenish and it makes it harder to dissociate things.And while the 3rd is as bright as the 2nd, planes are easier to read as you have a much different color for the ground than the grass(and you keep the volume).So the eye can easily break out parts in the image.I guess it's just a matter of opinions, and while Shade Aurion really made a valid point, I don't think it is worth "killing" your impressive artwork.Your combined efforts look incredible.Technically, it barely resembles a NES game !
Quote from: Mindflower on October 25, 2019, 05:36:35 PMWell, see for yourself how that turns out. I changed it from 8 frames per animation frame to 10.
Quote from: lexluthermiester on October 26, 2019, 12:18:52 PMI was thinking the other way around, 6 frames per instead of 8.
Quote from: Mindflower on October 26, 2019, 01:00:25 PM6! ... you called it "slowing down", so i was misled.++++++++++++++++++++++++++Well, why not have them side by side for comparison?again 6:8:10:What do you like best?
Quote from: Queue on October 27, 2019, 02:04:05 PMIf framerate (of an animation) is too low, your brain will see it as a series of separate images instead of as continuous motion (and conversely, rapid enough is how apparent animation via still images works). The 10 frame delay for the heat distortion shows this problem especially: it doesn't look like heat distortion, it looks like the background is snapping between images. While the 6 frame delay may look like it's wiggling a little fast, it also looks the most continuous. 8 is right at the threshold; to me it looks a little choppy, but I expect some people see it as fluid and I expect that's why it was the initial version shown off (it seems to be an acceptable trade-off between animation speed and apparent continuity).Complicating matters is that different people have a different tolerance for how low a framerate can get before they stop seeing a series of images appearing as a continuous animation. So, good luck. Personally my vote is for 6, but it's just nit-picking, they all actually look pretty great.
Quote from: Mindflower on October 25, 2019, 05:36:35 PMThis is my latest Desert WIP test screen. It's not finished, but i want to go in a different direction here, with the absence of black, different palettes and style.
Quote from: lexluthermiester on October 27, 2019, 10:34:33 AMOh, I think I misunderstood how the mechanics of the frame display works. I was thinking the lower the number the slower the frame animation. Seems to be the other way around. In that case, yes, 10 looks better. But that's just me. It's the whole atmosphere thing for that area of the game. Convection currents add to the feel of the area, just not too fast. Of course there is the possibility of using a gradient. For upper areas of Norfiar use less bright graphics and slower animation because those areas are naturally cooler, but for lower Norfair use more bright gradients and faster animations because it's hotter down there. Only ideas. I have no idea what the code can do or what limitations are at play..
Quote from: lexluthermiester on October 28, 2019, 09:15:49 AMVery good points. To be fair, the above examples are GIFs, the look in actual gameplay is likely to be a bit different.
Quote from: mdtauk on October 28, 2019, 11:32:20 AMThe sudden shift from mostly dark and moody atmospheres, to a bright blue sky and bright desert, may be a bit harsh and not very cohesive.You could try having the desert at night. Or making the sky more grey.
Quote from: Shade Aurion on November 24, 2019, 05:46:07 AMLooks great. Also, I might check out PyxelEdit myself. Photoshop is kinda tedious for pixel art. I use Aseprite too.
Quote from: Morinis on December 10, 2019, 10:27:25 AMHeat suit for the game Updated from the old versions that I had going for MindFlower. I'm introducing my 'Sentinel' suit design that takes a new animation approach so that way everything doesn't feel the same within the game along with a slimmer look instead of the bulky battle suits you have been seeing
Quote from: cartridge_rom on December 11, 2019, 05:52:23 AMIs there much to release? The project is improving.
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