Adventure Game Studio

Creative Production => Critics' Lounge => Topic started by: CoffeeBob on Fri 11/03/2005 18:38:10

Title: 16 going 256.
Post by: CoffeeBob on Fri 11/03/2005 18:38:10
Hey everyone!
I started making an AGS project a little while ago, I've got no real storyline for it yet, all that I've got is a simple piece of background art.
I thought about making the game 16 color, but since I'm already making Nathaniel Romero and the hideous space-boulder in EGA, I thought "What the heck, I'll make it 256 instead!".
So, here's how I remade my 16 color bg to 256 colors. Or well, around 90 colors actually, I think.
http://img.photobucket.com/albums/v212/Largo/Backgrounds/cell.bmp (Original)
(http://img.photobucket.com/albums/v212/Largo/Backgrounds/cell_256.gif)
So whaddya think of the conversion and the pic itself?
I'm not happy with how the windows ended up in the 256 one. And not really satisfied with the lamp either.
Title: Re: 16 going 256.
Post by: big brother on Fri 11/03/2005 19:01:06
Strangely enough, I actually prefer the classic simplicity of the 16-color EGA version of that background.
Title: Re: 16 going 256.
Post by: Tiki on Fri 11/03/2005 19:10:20
Agreed.  I don't much like the Photoshop filters in the new one.

Just one quick critique:
- The light in the 16 color one is simply a cirlce.  It lacks depth.  Lights would come across at different angles when it hit different objects.  Basically, not all circle; skewed bits.
Title: Re: 16 going 256.
Post by: CoffeeBob on Fri 11/03/2005 19:18:30
Quote from: Tiki on Fri 11/03/2005 19:10:20
Agreed.Ã,  I don't much like the Photoshop filters in the new one.

Just one quick critique:
- The light in the 16 color one is simply a cirlce.Ã,  It lacks depth.Ã,  Lights would come across at different angles when it hit different objects.Ã,  Basically, not all circle; skewed bits.
Yeah. I wasn't really finished with the bg when I started doing the 256-version. I'll try to change the light somehow, it's not what I'm best at.
Title: Re: 16 going 256.
Post by: Sektor 13 on Fri 11/03/2005 21:12:44
Well, you must be carefull with filters, a lot of backgrounds can look strange if you don't use them carefully, as it looks to bumpy for walls.

Floors can be easily created with normal brush and few strokes on left and right, they look much better than  "texturizing" them...
Title: Re: 16 going 256.
Post by: CoffeeBob on Fri 11/03/2005 22:07:24
I've made a new, (hopefully) better version.
(http://img.photobucket.com/albums/v212/Largo/Backgrounds/cell_256_second.gif)
Still not really satisfied. 110 colors, I believe. Lamp lost a lot of shading as well as the sky in the windows. Can be easily fixed though.
Title: Re: 16 going 256.
Post by: DragonRose on Fri 11/03/2005 23:46:16
Why does the cell have a nice grassy floor? It seems very... cheery.

I honestly like the low colour version better.
Title: Re: 16 going 256.
Post by: Peter Thomas on Sat 12/03/2005 00:01:15
Totally agree with all that's been said.

I prefer the simply 16 colours by far.