Baconlabs wrote:
Ion, I hate to say this, but I'm skeptical of you. That was apparently your first post, and right away you've posted a link to somewhere. That's pretty suspicious. Your entire post is also walking a thin line between relevance and vagueness. It sounds like you're talking about my sprites and their specific problems, but this post could have easily gone in any thread with sprites in it without changing a word. I highly suspect you to be setting me up for some kind of scam with that link.
LOL! I've been in the OHRRPGCE community for longer than these forums have existed.
http://www.castleparadox.com/ohr/profile.php?mode=viewprofile&u=531
Quote:
Could you please prove to me that you're not a bot or a scammer somehow? Give me some specific criticism related to exactly one sprite, or something? Maybe post an image of some eschewed color palettes made by the same mistake I might have made?
Could you please prove to me that you're not a bot or a scammer somehow? Give me some specific criticism related to exactly one sprite, or something? Maybe post an image of some eschewed color palettes made by the same mistake I might have made?
For example, there's also the matter of some of the detailing of the shading reducing contrast, I particularly noticed that on the hawk under the wings. That's a design issue, where if you give everything the same level of detail, it 'flattens out' -- we normally get depth cues from detail level, but that's lost. It's worthwhile to consider where your focus hits (IMO, the inner edge immediately next to the hawk's body) and reduce the detail on planes at different angles from that.
An example of this problem in someone else's work is http://www.pixeljoint.com/pixelart/5481.htm
I mean that's freaking amazing detail (it's in the Hall of Fame!), but it actually detracts majorly from readability. -DE- has been working on that problem since then.
A counter example, the 'Dry Carniyave' is pretty well done in the contrast stakes.
And then the Ariete next to them have the same problem I described for the hawk. It's like: detailed 'lines', but pretty flat shading. If you have more or less the same level of light everywhere, it means you are flattening out 3d shapes ( the male Ariete particularly has this, 'cardboard cutout' affliction. or maybe 'claymation' would be a more accurate simile.)
TL;DR version: You actually could use the exact same colors, I've changed my mind about that, the basic problem is that you seem to be over-considerate of 'detail' and under-considerate of 'depth', when IMO the former is a far more powerful communication tool than the latter. If you shade well, your shading 'hugs' the contours of all the interesting parts and makes it read like nobodies business
If you're interested I can do some example edits.
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If it's really ugly (and if it is, come on, other posters! Tell me!) then I may need to change the game's main palette all together.
It's not 'really ugly'.. it's just on some sprites, the emphasis of detail over depth is visually distracting.
Meowskivich wrote:
not to mention links that aren't .com, .net, .org, .co, or .uk are extra suspicious....
not to mention links that aren't .com, .net, .org, .co, or .uk are extra suspicious....
Seriously? UK websites and Colombian websites are somehow more credible than Netherlands ones? Fail.



