@Fenrir: Those are some of the best trees I've ever seen in a 2D game. I only say that because I think it's kinda difficult to compare 3D to 2D... But regardless, those are fantastic. I love the diversity. That's something you don't see often.
@Bob: I'm running 10.10, so I might try McGimp 2.9. Thanks for the options!
My pronouns are they/them
Ps. I love my wife
kylekrack wrote:
I am now noticing those features. Perhaps I am simply not perceptive.
And yes the lag is regardless of device. Although I'm not sure lag is an appropriate description. It doesn't have lag spikes, but rather is consistently slow to pick up input. It feels like controlling a game that has a low framerate, which makes me think I might need to run it with more ram or something, or that the program's ticks are too long.
Bob the Hamster wrote:
The version of Gimp that I use (2.8.10) has support for both pressure sensitivity and pen tilt.
The settings for this are in Edit->Input Devices
I don't know about the lag. Do you see the lag with the mouse also?
The settings for this are in Edit->Input Devices
I don't know about the lag. Do you see the lag with the mouse also?
I am now noticing those features. Perhaps I am simply not perceptive.
And yes the lag is regardless of device. Although I'm not sure lag is an appropriate description. It doesn't have lag spikes, but rather is consistently slow to pick up input. It feels like controlling a game that has a low framerate, which makes me think I might need to run it with more ram or something, or that the program's ticks are too long.
That also sounds like your brush step might be set really, really low. Bob's answer seems more likely though, but you could give adjusting your step a bit a shot. Who knows, might just work.
Being from the third world, I reserve the right to speak in the third person.
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Foxley wrote:
My eyeballs just rolled out of my head
like damn
What program(s) did you use in making those trees by the way?
like damn
What program(s) did you use in making those trees by the way?
OHR for the basic tree 'leaves' in a bushy cluster-like shape, then Paint to copy and place multiple copies of the cluster in vaguely treelike shapes. The actual shading is then done in Painttool Sai, creating a multiply layer with a flood fill of dark gray, then 'erasing' the gray with white to make the leaves 'pop'. The trees are then re-imported back into the OHR where the pink/magenta parts of the tile are removed by hand, and voila!
Bob the Hamster wrote:
Dang! That looks great, Fenrir!
Which game is this?
Which game is this?
JSH357 wrote:
This game is (for better or worse) a Vikings-style RPG with wolf boobies in it.
It was a long long time ago..
Some more trees, still need to fix issues with the shading here and there though.
To friends long gone, and those I've yet to meet - thank you.
Very nice. But I'm wondering what the intention of the white tops of the larger trees is. They look like flowers? (Definitely a different colour, because the highlights on the smaller trees are much dimmer.) I hate to complain, but compared to the nice trees, I think the grass looks quite a bit like wallpaper with those overt rows. I guess that's a result of the very small basic repetitive unit (about 4x10 pixels - although it's not exact repetition of this unit, it forms a pattern). Nice to see random switching between two different grass tiles, at least.
Also cool to read that the tiles are still partially drawn in the OHR.
Also cool to read that the tiles are still partially drawn in the OHR.
Ok, so seeing Fenrir's awesome trees inspired me to give pixeling trees another shot.
Not entirely sure if I like these styles though, been experimenting with a few different tree styles to find one I like. Of all of them, I think I like the third version best. The black outline on the first one definitely doesn't work as well as I thought it would. Still not entirely sure about settling on any of these though, more experimentation is needed.
Being from the third world, I reserve the right to speak in the third person.
Using Editor version wip 20170527 gfx_sdl+fb music_sdl
Not entirely sure if I like these styles though, been experimenting with a few different tree styles to find one I like. Of all of them, I think I like the third version best. The black outline on the first one definitely doesn't work as well as I thought it would. Still not entirely sure about settling on any of these though, more experimentation is needed.
Being from the third world, I reserve the right to speak in the third person.
Using Editor version wip 20170527 gfx_sdl+fb music_sdl
I have two issues with those tree trunks:
1. Unless you have really lousy soil conditions, tree trunks aren't going to extend out that far. No need to spread out if there's enough nutrients right beside you.
2. Right now they appear to just be sitting on top of the grass, when grass would really be growing around its
I'm also not sure about the dithering you're doing in the shaded portion when the rest of the tree doesn't use that anywhere, but beyond that I think they're pretty good.
1. Unless you have really lousy soil conditions, tree trunks aren't going to extend out that far. No need to spread out if there's enough nutrients right beside you.
2. Right now they appear to just be sitting on top of the grass, when grass would really be growing around its
I'm also not sure about the dithering you're doing in the shaded portion when the rest of the tree doesn't use that anywhere, but beyond that I think they're pretty good.
Oh, I love those leaves. The glinting in the sun looks both arty and realistic at the same time. It really gives me a strong impression of a bright summer day.
The way the roots sit on the grass is clearly not good, though I assume it's just not finished. I don't think it's wrong for them to have such long surface roots, though it would certainly be odd if every tree in your game looked like that, unless it's set in a rainforest. Considering your location, I guess trees with roots like that actually are the norm there?
Another problem is that the shadows are wider than the foliage, and there's a sharp boundary between shadow and fully lit. A shadow on a sunny day should be the same width as the tree, with a narrow penumbra, while on an overcast day you might expect a large, very smoothly varying penumbra but that doesn't match with the brightly highlighted leaves.
The way the roots sit on the grass is clearly not good, though I assume it's just not finished. I don't think it's wrong for them to have such long surface roots, though it would certainly be odd if every tree in your game looked like that, unless it's set in a rainforest. Considering your location, I guess trees with roots like that actually are the norm there?
Another problem is that the shadows are wider than the foliage, and there's a sharp boundary between shadow and fully lit. A shadow on a sunny day should be the same width as the tree, with a narrow penumbra, while on an overcast day you might expect a large, very smoothly varying penumbra but that doesn't match with the brightly highlighted leaves.
Pheonix wrote:
Unless you have really lousy soil conditions, tree trunks aren't going to extend out that far. No need to spread out if there's enough nutrients right beside you.
I dunno, growing up, I saw a whole bunch of trees like that back when... I... lived in the desert... Ok, yeah, I see your point =p Mostly though, it was a stylistic choice, as I think it looks pretty cool. Though yeah, I can see how it would be jarring and too unrealistic. I'll have to figure out a good compromise between the rule of cool and the rule of realistic.
TMC wrote:
The way the roots sit on the grass is clearly not good, though I assume it's just not finished.
Yeah, the main thing I worked on in this little study was figuring out a new style with which to make leaves. The way they blend with the ground is for another study, wasn't really working on that part here. Same goes for the shadows, I just threw together whatever tiles I had for the ground without really taking into consideration how the lighting and the shadows should play out, heh. Actually planning on trying to figure out a system of arranging tiles to get a nice, smooth transition without using up a bajillion colors or resorting to too much dithering.
Thanks for the feedback!
Being from the third world, I reserve the right to speak in the third person.
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