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Hjalmar can strengthen your weapons and armor for you as long as you bring him a piece of Azurite.
  • dethmetal
  • Added: 10/14/2020 04:12 AM
  • Last updated: 04/27/2024 01:01 PM
  • 1918 views

Posts

Pages: 1
Nice 2k3 in MV! The lighting and the protag sprites look great.
Not a fan of the font tbh, it's too high res in comparison to the sprite work. But this is a common complaint in projects upgrading from 2k3 so.
I'm going to keep the font, to be quite honest. I'm actually a big fan of it. Octopath Traveller made me realize that combining high-res menus and effects with pixel art can work when done right, and that's something I'm trying to achieve. I hope it doesn't turn too many people off, though. I've noticed other recent indie games doing the same thing as well, like Death's Gambit.

I'm extremely strict about the tiles and sprites being uniform in regard to pixel density. It's mainly just the menus that will be higher res. I do admit that I'm on the fence about the message box border, though. I like how it looks and I'm leaning towards keeping it, but the corners do look a bit off compared to the actual tiles and sprites. I appreciate the feedback.
I agree with you. I'm doing this with my project too...
I think it's not too bad mixing hi-res UI with pixel art sprites. Many games do this these days. Don't worry, the result is good imho.
author=LolloRocketDiver
I agree with you. I'm doing this with my project too...
I think it's not too bad mixing hi-res UI with pixel art sprites. Many games do this these days. Don't worry, the result is good imho.

Yeah. I do think mismatched pixel density is a bad, bad idea, and I always recommend that people avoid it at all costs, but for some reason I personally think it looks okay when it's just a font, message box, or particle effects. However, I'm sure there are many that disagree and that's totally fine. If you asked me a few years ago, I would have said that you should ALWAYS use an appropriate pixel-font when making a game in this style.

By the way, I'm assuming you don't have a game page for this project you're referring to yet?
Honestly, I'm usually in the "only pixels" camp when it comes to UI/tile matching resolutions, because trying to break away from that is such a difficult tight-rope act. Here, though, it looks alright imo.

I think the darker colour palette and font choice match well enough to not offend too much, so as long as you maintain a strict level of consistency you can definitely get away with it.

Like I said, it's just so hard to balance all the graphical elements required to pull off a higher-res UI that I'd still recommend most people go the matching route. I just can't quite place my finger on what makes it look fine in this case...
author=dethmetal
author=LolloRocketDiver
I agree with you. I'm doing this with my project too...
I think it's not too bad mixing hi-res UI with pixel art sprites. Many games do this these days. Don't worry, the result is good imho.
Yeah. I do think mismatched pixel density is a bad, bad idea, and I always recommend that people avoid it at all costs, but for some reason I personally think it looks okay when it's just a font, message box, or particle effects. However, I'm sure there are many that disagree and that's totally fine. If you asked me a few years ago, I would have said that you should ALWAYS use an appropriate pixel-font when making a game in this style.

By the way, I'm assuming you don't have a game page for this project you're referring to yet?


Totally agree with you, and... no, I haven't made the game page yet because I have little to show. ^^"
Decky
I'm a dog pirate
19645
Really digging the autoshadow policy here. Autoshadows actually look quite good with the lower res graphics.
Pages: 1