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Thanks surt! These are a lot
Thursday, September 1, 2016 - 21:17

Thanks surt! These are a lot of details for me to pour over.

I'm surprised at how much different the contrast is with that black background.

I especially like the vine alterations and the alt green tiles. Those simplified cave tiles look interesting, I'll play around with that. I noticed you completely changed those ugly quad orange bricks I had. I still haven't found a plain brick tile that I really like for this.

Thanks Boom Shaka, that's
Thursday, September 1, 2016 - 12:22

Thanks Boom Shaka, that's great feedback. The springbot sounds fun, I'll see if I can find an enemy jump arc that is fun to drive under.

I had the same thoughts about animating the bots' eyes. I also thought about animating the "eyes" on those green plants, I think it would make it feel creepy and alien. I might leave that to the polishing phase if the game comes together well.

Here, some suggestions.
Friday, August 26, 2016 - 18:32

Here, some suggestions.

This one pays more attention to the main light direction, and makes sure each panel's brightness and edge visibility is relative to that.

I lightened the internal sepration lines on the panels. Those fine lines wouldn't be so dark from this far away. Dark lines should be saved for clear separations of depth. Notice I kept the dark line separating the head and the body, and between the shoulders and arms. Those are important to reading the main shapes, in the same way that the black cartoon outline separates shapes from the background.

 robot paint over

I would say on the body
Friday, August 26, 2016 - 18:10

I would say on the body frames the edge shading is causing issues. You have a single pixel stripe on top/left that is brighter, and on the right/bottom it's darker. Because every panel has this one pixel border, it makes each panel look flat and facing the viewer. Kind of like old style GUI buttons, it just has the appearance of sticking out slightly instead of giving the robot form.

I've moved a few of them to
Saturday, July 30, 2016 - 19:06

I've moved a few of them to here: http://clintbellanger.net/articles/

This is an out-dated tutorial
Saturday, July 30, 2016 - 05:55

This is an out-dated tutorial, but the basics still apply:

http://flarerpg.org/tutorials/cave_tiles/

In essence:

- Start with a square grid, fully UV unwrap it to have a seamless texture

- Move the tile edges into a fixed cross-sectional shape, that each tile will snap to

- Subdivide and then displace the inner vertices randomly (using Noise, Fractal, etc)

- Apply seamless texture

maruki's right about that
Friday, July 29, 2016 - 07:58

maruki's right about that panel, it sticks out now that the perspective is corrected in other places.

Also, I think the bottom of the cylinder may need cleanup. The curve should follow the bottom half of an ellipse. Here I used the Ellipse Select tool and selected an area that fit the left, right, and bottom of the cylinder. I colored in Blue where I think there are missing head cylindier pixels.

 

 

@UnityProgramm these are
Thursday, July 21, 2016 - 09:29

@UnityProgramm these are licensed Creative Commons Attribtion Share-Alike (CC-BY-SA_. You can use them with correct Attribution (give me credit). And if you make any interesting changes/upgrades/remixes of these weapons, also Share-Alike those changes. Thanks!

Debian is the gold standard
Thursday, July 21, 2016 - 06:35

Debian is the gold standard for strict licensing (thus the phrase "is it Debian free?"). If they have a hard time taking GPL art without sources, then OGA should ask for sources too. That is, if we decide to keep supporting GPL licenses (if not OGA, then who?).

So, flat areas of metal
Tuesday, July 19, 2016 - 16:02

So, flat areas of metal technicall would work sort of like mirrors. But there's nothing around the robot to "reflect" here. So I'd say to continue using the bands of light and shadow, even if it wouldn't exactly work like that on a flat surface.

I tried a few things here:

- Use stripes to shadw out the body

- tweak the top of the head. Have each band of color curve around and meet on the other side

- Added a slight implied lip to the bottom of the head

- Thickened drop shadows in a couple places to help imply depth

Feel free to ignore these if it's not the style you're thinking. But it's kind of how I would go about it.

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