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Posted: 25 Apr 2007, 11:40
by yosuhara
something small to break-up the monotonous cave environment:
Image
i was aiming for glowing mushroom... i just don't feel i got it right... but whatever..

things i have to correct:
1. stem's base
2. some AA
3. i'll try to add some glowing halo around it

EDIT:
here comes the new version...
Image

Posted: 25 Apr 2007, 17:30
by Pajarico
Accept criticism? :lol:The glowing looks like goo oozing from the stem. I suggest some "manual" blending of the light with the terrain (by manually I mean without the gradient tool or at least that's not noticed), use alpha channel of course, you know already probably :P. Finally I would add a smaller circle of lighter pink, almost white, less blend with the terrain. Then add an almost transparent circle around the body of the fungi.

Posted: 25 Apr 2007, 19:18
by Crush
Lightning the environment when using a 2d engine is always difficult. When I would make a glowing object I would try to pixel it normal and then add a glowing halo around it using an automatic filter.

Posted: 25 Apr 2007, 21:02
by yosuhara
Pajarico wrote:Accept criticism? :lol:The glowing looks like goo oozing from the stem. I suggest some "manual" blending of the light with the terrain (by manually I mean without the gradient tool or at least that's not noticed), use alpha channel of course, you know already probably :P. Finally I would add a smaller circle of lighter pink, almost white, less blend with the terrain. Then add an almost transparent circle around the body of the fungi.
yeah, that Glow/goo was made using alpha channel.. no gradient tool was used, mushroom is pure pixel :)
could you demonstrate your suggestion? i just don't think i understand what u mean..
ps: i always await criticism ;)
Crush wrote:Lightning the environment when using a 2d engine is always difficult. When I would make a glowing object I would try to pixel it normal and then add a glowing halo around it using an automatic filter.
scrap the whole glowing thing, what do you say about that mushroom?

Posted: 25 Apr 2007, 22:08
by Crush
It looks flat. Some shading could help.

Posted: 26 Apr 2007, 00:35
by yosuhara
Crush wrote:It looks flat. Some shading could help.
hm.. i'm not quite sure about it, cause this mushroom is glowing- the mushroom itself is a lightsource...

edit:Sooo, how do you like the new halo?
Image

Posted: 26 Apr 2007, 01:23
by Len
yosuhara wrote:
Crush wrote:It looks flat. Some shading could help.
hm.. i'm not quite sure about it, cause this mushroom is glowing- the mushroom itself is a lightsource...

edit:Sooo, how do you like the new halo?
Image
nice effect :P

i

Posted: 26 Apr 2007, 13:25
by Manaboy
Len wrote:
yosuhara wrote:
Crush wrote:It looks flat. Some shading could help.
hm.. i'm not quite sure about it, cause this mushroom is glowing- the mushroom itself is a lightsource...

edit:Sooo, how do you like the new halo?
Image
nice effect :P
#

i like tahts is cool :D :D :D

Posted: 26 Apr 2007, 14:36
by Crush
The problem with the light halo on the ground is that it won't look well when objects walk through it. Either you put it on the ground. Then mobile objects will walk through it without being illuminated by it. Or you put it on a higher layer. In that case objects will be illuminated by it but in a physically very incorrect manner.

This is more what I imagined:
Image

Here without background:
Image

Posted: 26 Apr 2007, 15:05
by yosuhara
Crush wrote:The problem with the light halo on the ground is that it won't look well when objects walk through it. Either you put it on the ground. Then mobile objects will walk through it without being illuminated by it. Or you put it on a higher layer. In that case objects will be illuminated by it but in a physically very incorrect matter.

This is more what I imagined:
Image

Here without background:
Image
looks alright

Posted: 27 Apr 2007, 20:16
by Len
Crush wrote:The problem with the light halo on the ground is that it won't look well when objects walk through it. Either you put it on the ground. Then mobile objects will walk through it without being illuminated by it. Or you put it on a higher layer. In that case objects will be illuminated by it but in a physically very incorrect manner.
simply make it so people can't walk through it

Posted: 27 Apr 2007, 22:20
by Crush
With what explanation? "Oooh, there is a glowing light. Your character is afraid of it and refuses to step into it."

A general rule in game design is that objects that don't look like they would block movement shouldn't do so. Otherwise it is really frustrating for the player when he is obstructed by something that doesn't look like a real obstacle for his character.

Posted: 27 Apr 2007, 22:44
by Len
Crush wrote:With what explanation? "Oooh, there is a glowing light. Your character is afraid of it and refuses to step into it."

A general rule in game design is that objects that don't look like they would block movement shouldn't do so. Otherwise it is really frustrating for the player when he is obstructed by something that doesn't look like a real obstacle for his character.
scale down the light slightly and have the mushroom be the obstruction blocking movement

Posted: 30 Apr 2007, 00:56
by Platyna
Nah, we don't want moving trough maps to be more difficult.

Regards.

Posted: 30 Apr 2007, 09:44
by yosuhara
Len wrote:
Crush wrote:With what explanation? "Oooh, there is a glowing light. Your character is afraid of it and refuses to step into it."

A general rule in game design is that objects that don't look like they would block movement shouldn't do so. Otherwise it is really frustrating for the player when he is obstructed by something that doesn't look like a real obstacle for his character.
scale down the light slightly and have the mushroom be the obstruction blocking movement
crush and platyna are right... it should be walkable..