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Re: [Adonthell-artwork] Visual style


From: Ingo Ruhnke
Subject: Re: [Adonthell-artwork] Visual style
Date: Mon, 2 Aug 2010 23:46:01 +0200

On 2 August 2010 22:59, James Nash <address@hidden> wrote:
> I'm therefore keen to establish a pixel-art-ish look and feel for Adonthell. 
> Since with 48 or even 64 pixel tiles we're already quite "high-def" compared 
> to old 16-bit games, so I guess a strict pixel-art style would be too much 
> work (and may also end up looking to busy). I therefore think we should aim 
> for a sort of comic / pixel hybrid style.

The biggest problem is that from my experince pixel art just doesn't
work for higher resolution, either it ends up looking weirdly
over-sharp and artificial or you end up with very tiny sprites. I
couldn't name you a single game where you have both high-res and good
pixel-art.

So I would aim for something that retains a drawing/painting look, but
doesn't try to be pixel-perfect:

http://pingus.seul.org/~grumbel/tmp/md5/ddd481aff97ddff0b728f8c50b30a242-adonthell-sprites.png
http://pingus.seul.org/~grumbel/tmp/md5/7b93274006ff474d4a7134d12255997c-adonthell-gfxtest.png

Or like this older gfx test (not sure who has done that):

http://pingus.seul.org/~grumbel/tmp/md5/f35d0702d9707a000e4175976efc58dc-adonthell-gfxtest-old.png

> Graphics should be drawn in a simple comic-book style: They should have 
> outlines (typically dark colours or even black).

Most of the time its best to avoid explicit outlines and instead just
use light and shadow that more or less naturally follows from the
structure of the object.

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