THE SCREENSHOT TOPIC RETURNS
Posts
author=Link_2112
I don't have to go into detail to post here. It's probably preferred but what'cha gonna do? If I want to call it awful, I will, and the author will know that someone doesn't like the "style".
The problem with that is it's useless and slightly inflammatory; we're on a gamedev-centered board, and everyone is trying to learn, or should be. It's just as useless to say "oh that's great" without any reason - there are plenty of fans/haters to cover the basic platitudes. Everyone here has things to learn and posting negatively with no constructive or even useful information serves no purpose.
@Sana: The UI boxes look great, I like the purple-on-purple. I'm not a fan of the cursive-esque font, especially in games with lots of dialogue. It makes text hard to read and if there's a lot of reading it's much too frustrating. The font is a touch small as well, which adds to that.
author=slashphoenixHmm..I'll see what I can do with the font, maybe something resembling one used in Elder Scrolls Oblivion/Skyrim, though I have to admit, I do like the one I'm using right now. :)
@Sana: The UI boxes look great, I like the purple-on-purple. I'm not a fan of the cursive-esque font, especially in games with lots of dialogue. It makes text hard to read and if there's a lot of reading it's much too frustrating. The font is a touch small as well, which adds to that.
It definitely adds to the atmosphere that I *think* you're going for. I haven't played the game, I just know that usually overly-curly fonts are neat but make reading difficult.
author=CrazeAlready changed the font to something less cursive:
Yeah, the font has to go. If anything, use it for the name box and that's it.

That's a definite improvement. You still get the formal/fanciful feeling of the first font without the reading comprehension issues :)
author=tpasmallI see what you did but everything in my pic is the same depth if you understand what I am saying. They are not going down it just goes to another screen lol.
@Bandito
I see the effect you're trying to go for with your mountain 'ledge', but the problem is, just doing diagonal tiles like that, won't show depth. I created this shot real quick as a suggestion on how you might modify yours a little bit to give it more of a natural look.
Now, its not a great screenshot by any means, but do you see the way I used ramps and shadows to give the illusion of increasing height? This not only takes away from some of the blockiness of the auto-tiles but also helps clearly define where the changes in elevation are.
Just my two cents though.
author=tpasmall
@Bandito
I see the effect you're trying to go for with your mountain 'ledge', but the problem is, just doing diagonal tiles like that, won't show depth. I created this shot real quick as a suggestion on how you might modify yours a little bit to give it more of a natural look.
Now, its not a great screenshot by any means, but do you see the way I used ramps and shadows to give the illusion of increasing height? This not only takes away from some of the blockiness of the auto-tiles but also helps clearly define where the changes in elevation are.
Just my two cents though.
really the problem is that the "panorama" have to can be show with good perspective, you have to try change the map resolution, or the background size to see better,
example: (I used copy paste for the example lol)
maybe with the mountains 64 or 128 more high than the example can be look better too

author=CrazeThank you! -- I'm hoping to be finished with this game by the end of the month. It won't be terribly long, but it should be fun!
Agreed re: fluidity. I also like how well the DQ/Earthbound-style menu works (especially since it never worked well at all for a full-on RPG).
I hope to see it out of the testbed and into the, uh... fire? Post-production? idek
author=chanaThanks buddy. :)
Hey, dhm, that's excellent.
I see a multiplayer option. Does that mean libgdx supports netplay?libgdx is a wrapper for writing Java code that easily deploys to desktop/android/html5. Since Java supports network functions, so will libgdx. :) I am going to use a library called kryonet for all the networking functions. (Mostly object serialization to easily send data across networks.) This is a better solution imho than my networking plugin for 2k3, haha.
author=Itaju
If you're interested in suggestions, my first one would be to change the way you are dithering that portrait. The way you've shaded everything implies texture that shouldn't exist. That or you're just using a color-reduction algorithm with noise scatter, which I would strongly recommend against.
Uh, I rather, not to say really, like those portraits, the background is beautiful, it's the sprites lined with black on the roof that bother me.
The sprites are getting lost under the details of the roof. The black outline helps a little, but you're going to have to introduce some more contrast to them to make them a focal point. Maybe also experiment with different shading approaches to the roof. Something more planar could imply the detail that you are looking for, while leaving space for the sprites to read better.
As has been mentioned before, the portraits should not be dithered like that. It makes them look like furry rocks. The portrait pallet has a lot of colors that are too similar, or not enough hue shifting, which gives it an overall flat appearance.
The white building draws too much attention because it is white. Maybe make it
grey? It's just a background piece.
I like the overall style and mood of the piece, but you can push it further!
As has been mentioned before, the portraits should not be dithered like that. It makes them look like furry rocks. The portrait pallet has a lot of colors that are too similar, or not enough hue shifting, which gives it an overall flat appearance.
The white building draws too much attention because it is white. Maybe make it
grey? It's just a background piece.
I like the overall style and mood of the piece, but you can push it further!

Just to prove that I can do it without dithering - it just looks lame to me. The weird dithering should give the artworks something special.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Oh my god the non-dithered one looks about a kajillion times better, why would you not use that
(still looks awful due to the inconsistent jet-black borders and the eyes, but it went from a -76 out of 5 stars to a 0 out of 5 stars)
(still looks awful due to the inconsistent jet-black borders and the eyes, but it went from a -76 out of 5 stars to a 0 out of 5 stars)
being "artsy" is not necessarily a good thing, nor does it always mean that the end result is art. see: the MOMA </unpopular opinion>
Itaju, is there any sort of middle ground? Your game on the whole looks great, and it is going to stick out regardless of bizarre dithering. I mean, your levels are full of puzzle pieces; you've already got a trademark.
but if you going to be "NO I AM DIFFERENT!!!!!!!" then okay, do it up, as long as people on either side don't become dicks
Itaju, is there any sort of middle ground? Your game on the whole looks great, and it is going to stick out regardless of bizarre dithering. I mean, your levels are full of puzzle pieces; you've already got a trademark.
but if you going to be "NO I AM DIFFERENT!!!!!!!" then okay, do it up, as long as people on either side don't become dicks
Could you try it with just a little dithering? I like the undithered a lot more, but the banding is just a bit bad.
I would recommend the non-dithered one, because your chipsets and sprites are not dithered either. In your roof screenshot, the difference between the foreground and background strikes me a little too harshly.
Still, I'm curious to see what the non-dithered portrait looks like, during the same scene.
Still, I'm curious to see what the non-dithered portrait looks like, during the same scene.

























