temple development by Axl

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5t3v3
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Re: temple development by Axl

Post by 5t3v3 » Sat Feb 23, 2008 5:41 pm

Hi, sorry for leaving you hanging there for a while, but I've been busy with other things. Also, the focus of expanding the world map seems to be on the woodlands, so there seems no rush in developing this temple. I 've encountered some additional problems. It could be that in some of the problems I'm just combining the tiles in a different way that they are suppose to, if that's the case, just let me now. Eitherway, it aren't really hard problems.

1. The new edges for the building should be positioned a little bit higher.
2. This isn't really a problem, but just a suggestion. For inside use, the arches on the top of the wall are perfect, but for outside use, maybe it would be better to have one where the upper part of the tiles is transparent, in other words, just the arches without the background wall behind it.
3. The walls with the plate wit the image on it should be positioned slightly lower, the bricks don't seem to fit 100% with the straight walls either. This can be avoided by always putting pillars around it, but that leaves little options for mapping.
4. Around the arches, the lines in the dark brown walls don't line up.
5. I'm having some problems with mapping a corner for inside the building. I'm not sure which tiles are supposed to go where.

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Re: temple development by Axl

Post by AxlTrozz » Sat Feb 23, 2008 6:50 pm

Thank you for your time in the temple, I'll try to take care of this issues wed and thursday this week
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Re: temple development by Axl

Post by Len » Sun Feb 24, 2008 7:27 am

I still say that the inside walls could also use a slight gradient (not nearly as intense as the outside walls of course). Also, the floors could use a very light touch of blue to make them stand out from the walls a little more.
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Re: temple development by Axl

Post by AxlTrozz » Tue Mar 04, 2008 6:45 pm

I'm just worked the #2 the inside version of the wall top, I'll try to do more time the next couple of days :)

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Last edited by AxlTrozz on Mon Aug 16, 2010 12:28 am, edited 1 time in total.
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Re: temple development by Axl

Post by AxlTrozz » Fri Apr 04, 2008 4:45 am

actually I'm working on recoloring the temple and others like diagonal walls, floors and others.
I'm trying to apply some contrasting colors (red for floors and blue for walls) to create some contrast but I'm still on testing stage
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Re: temple development by Axl

Post by Len » Fri Apr 04, 2008 6:35 am

AxlTrozz wrote:actually I'm working on recoloring the temple and others like diagonal walls, floors and others.
I'm trying to apply some contrasting colors (red for floors and blue for walls) to create some contrast but I'm still on testing stage
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The bottom one is better (I don't think we use vanishing point perspective in this game)
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Re: temple development by Axl

Post by Pauan » Fri Apr 04, 2008 6:38 am

Len wrote:The bottom one is better (I don't think we use vanishing point perspective in this game)
Regardless, the top one is clearer and better defined. Your eyes do not have to strain as hard to see what is going on. :)
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Re: temple development by Axl

Post by Len » Fri Apr 04, 2008 6:45 am

I still say that the inside walls could also use a slight gradient (not nearly as intense as the outside walls of course). Also, the floors could use a very light touch of blue to make them stand out from the walls a little more.
Also when I said this I didn’t mean they had to be different colors just the hue could be slightly more bluish
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About using different colors within the same object remember that light has a tendency to be warm while the shadows have more of a cooler version of the same color (or similar color). So the highlights are going to have more of a warm hue, also try and keep the transitions from being abrupt we don’t want to go from bright orange to bright purple in one pixel

Not sure if I'm making any sense or not

but you where more successful with this tile
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Also thanks to that red floor i was able to add another lava concept
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Last edited by Len on Fri Apr 04, 2008 8:56 am, edited 2 times in total.
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Re: temple development by Axl

Post by Othello » Fri Apr 04, 2008 8:38 am

I agree with Len. Also I think there may be a bit more contrast in the walls, especially towards the darker colors. Darker browns, maybe almost close to black, just to let it jump out a bit more.

I think it looks great though!
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Re: temple development by Axl

Post by AxlTrozz » Fri Apr 04, 2008 4:03 pm

Well, as I estated is a testing stage, I'm just trying to get something still.

* There is no perspective on the image, the far wall is exactly the same size of the front wall, I'm just adding more variation (for labyrint mostly)
* If you zoom the image you can see the blue touches, but can you see the blue at 100% mean like in the game ?
* I'm changing the color of the floor because it looks too brownish, and I want to find a better contrast, I think I need to try several different colors before I find the one I need
* Changing colors from one pixel to another is common in a lot of games, orange stains in rocks, green spots in walls, red traces in the floor, I spend some time yesterday in a lot of games trying to see what they do, and looks like is a common technique

The whole Idea with this change is a better definition, as Pauan said It looks better talking about definition.

I still want to add some elements to the wall, also maybe change a bit the blue and change the floor again

Len: I'm glad you reuse the two lava concepts I created :)
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Re: temple development by Axl

Post by Len » Fri Apr 04, 2008 10:07 pm

AxlTrozz wrote: * If you zoom the image you can see the blue touches, but can you see the blue at 100% mean like in the game Yes
* I'm changing the color of the floor because it looks too brownish, and I want to find a better contrast, I think I need to try several different colors before I find the one I need I agree
* Changing colors from one pixel to another is common in a lot of games, orange stains in rocks, green spots in walls, red traces in the floor, I spend some time yesterday in a lot of games trying to see what they do, and looks like is a common technique I think you misunderstood me, I think its too abrupt
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Re: temple development by Axl

Post by feline monstrosity » Sun May 04, 2008 12:33 am

*Bump*
Just wondering what happened to this? We haven't heard anything for a month, is it still under development?
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Re: temple development by Axl

Post by AxlTrozz » Sun May 04, 2008 3:35 am

feline monstrosity wrote:*Bump*
Just wondering what happened to this? We haven't heard anything for a month, is it still under development?
unfurtunately the progress depends on my time, and lately I've been so busy that I only had time to do small contributions, even I'm trying to get a pixelart aprentice interested in work with me and speed a bit the process but no luck yet...

Anyways may be in the near future I'll be able to use more time to finish the temple...
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Re: temple development by Axl

Post by AxlTrozz » Wed May 07, 2008 7:02 pm

It was about time to finish Korcha's snake head, I added the body and used a different color, I think stand out too much, but I rather change the walls instead of the snakes because I like the color :D

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Re:

Post by Shaggy » Wed May 28, 2008 10:11 pm

AxlTrozz wrote:Image
Good work AxlTrozz. However, I can't help noticing the shadows of the pillars are at different angles.

EDIT: Does TMW have a policy on shadow angles? (I know that it should be in the upper right quadrant to match the highlight, but are there any more specific guidelines)
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