this is a little scene I have been working on for a few days, and as far as I can tell its pretty much done, all it needs are some door sprites, I left the vanishing point in because I have been tweaking this for ages and will probably need to do it some more
(http://img257.imageshack.us/img257/1289/apocmainscrn1nr1.png)
thanks, and please dont refrain from being harsh
The detail that you put into the ceilings are kind of lacking in the floors. That chair that has fallen onto the floor looks kind of... I don't know, flat, like it's made of cardboard or something. Give the ceiling lamp more detail. Where the wire(s) meet the celing, there should be a round plate there, for example.
Otherwise, I like the wall dividing the screen. The room overall looks interesting.
well.. im no expert but i think if you mean that room to be "abandon-like" i think it sposed to be more darker on the lighting.. and more dust/wrecked stuff..
again, im no expert, overall you doing very good background there! ;D
I think the yellow of the walls is too bright for the scene, a darker, less saturated colour would set the whole 'abandoned' feel better.
alrighty then, I have added some more detailing with the light, darkened the brightest shade on the wall a tad, and added some torn carpet and broken bottles to the floor to make it more interesting, I have also thickened some lines on the chair to give it more depth
(http://img73.imageshack.us/img73/2117/apocmainscrn1pf8.png)
I'm not too keen on the torn carpet. I think it would look cool to have a whole chunk of carpet missing, showing the floorboards underneath. I might also make the doors a little higher, and add a door on the opposite wall in the hall. It doesn't have to be usable.
At first I thought the little yellow patch of light was supposed to be a door, but I soon realised what is was... putting a real door there might stop other people making the same mistake... plus it just adds a welcome bit of extra detail.
The highlights on the wall seem wrong 'cause sunlight can't go upwards. So it should be a little bit more like that:
(http://666kb.com/i/b22wonoxv78xrkj89.png)
though I'm not quite sure if the highlight box is bent correctly. We are supposing that the sun is behind us and a bit to the left.
And the lines on the chair still bother me. You just made the border thicker, you didn't give it any thickness as far as the object itself goes.
I started a paint-over ... but I have run out of time (sorry)
I think I'll post as far as I got though:
(http://www.twin-design.com/ags/help/shinymans_help01.png)
- added a bit more 'detail' to the room (gradients, floor bards, texture, etc) to make it feel more 'full' (didn't get to add the details you already had in there though)
I don't know ... this is really just the style I use and is quite different from yours. I just thought I'd offer up a suggestion!
Also
Quote from: Lt. Smash on Sat 13/09/2008 16:16:15The highlights on the wall seem wrong 'cause sunlight can't go upwards.
I'm no expert ... but if the sun is ridin' closer to the horizon (below the window line) the sunlight
would go 'up' the wall.
Not that I'm trying to nitpick here Darth, you probably just forgot to change it, but your paint over has sunlight on the wall with the window (between the corner of the room and the window itself). Lt Smash has the right idea with his paint over. Other than that Darth, I like your paint over better with all those gradients. Looks more entertaining.
Sunlight does diffract. That is also why you get lighter shadows nearer the level of the window, with the dark shadows closer to the ceiling or floor.
found a few more minutes ...
(http://www.twin-design.com/ags/help/shinymans_help02.png)
- fixed the issue with the sunlight (thanks Ryan Timothy - I knew something looked off, it was done quickly!)
- added some of the objects back into the room
Sadly ... no more time! Hope it helps.
Definitely make that patch of light on the rightmost wall not as bright. And that chair! Still no real-life thickness.
woah thanks for the paintover darth!, I'm trying to avoid texturing that much , because honestly I'm not good enough at pixel art to make it work (and I normally notice this after I spend a couple of hours trying to make it work :() , but the new lighting and colour palette for the room look insanely better, and I think I'll try to adjust my version so it resembles yours more
EDIT: alright, here is a newer version with the new palette and lighting, the difference is friggin' massive already
(http://g.photos.cx/apocmainscrn1-0b.png)
the back of a chair is rarely ever flush with it's hind legs... and those hind legs are rarely ever parallel to the front legs...
I've had a bash at trying to make it look less flat, by bending the legs away from the back of the chair so that some shadow can get underneath...
(http://i50.photobucket.com/albums/f349/Captain_Stu/AGS/chair.png)
I also tried to make the top of the chair slightly curved to, again make it seem less flat,... but you can tweak that as I don't think I pulled it off very well.
THERE ya go! I was just about to make a paintover myself. Thanks for finally fixing the back of the chair, Stupot. That's what I meant by thickness of the back of the chair. Not a thicker border, but a thicker object.
The room looks great now. Excellent work, shinymans.
I kept hoping for someone to make an edit on that chair. :) Stupot yours is good, it's just lacking a little roundness like a school chair. I gave it a go, I'm not the best pixel artist out there. :-\
Mine just doesn't match his style of pixeling.
(http://www.bryvis.com/images/other/agsf/shiny_aband.png)
Man, I still love the realistic colors, versus the original brightly-colored room. And that chair is awesome, Ryan.