What's a better choice for the carpet colour?

Started by rock_chick, Sun 24/06/2007 08:20:18

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rock_chick

This is the background for the Loungeroom in my game, it isn't finished but I dislike the colour of the carpet and want some opinions as to what one would be more suitable to the walls. I really want to keep the walls because I like them. Just try to ignore the watermark, it's a standard for when I post images of my game on forums.

Afflict

Well IMHO whatever you put on the walls use that as carpet and what you using as carpet use it as walls.

rock_chick

Quote from: Afflict on Sun 24/06/2007 09:08:09
Well IMHO whatever you put on the walls use that as carpet and what you using as carpet use it as walls.
I'm not surprised to get a response like that, yes the walls are a bit colourful but I didn't want them to be dull and even if I use that as the carpet there's no way I want to use that beige colour for the walls, what would be better colour then for the walls if I was to start using that texture as carpet?

Hudders

Quote from: rock_chick on Sun 24/06/2007 08:20:18
Just try to ignore the watermark, it's a standard for when I post images of my game on forums.
I'm interested to know why you've bothered with a watermark.

If anyone was even remotely interested in stealing your background, it'd be every so easy to remove it.

Afflict

Or they might be interested in where it came form and actually look at it for a reference source.

Anyway regarding the colors I would say google something like room photo in google images and look at what color schemes real rooms use.

Hudders

Quote from: Afflict on Sun 24/06/2007 17:49:41
Or they might be interested in where it came form and actually look at it for a reference source.
Bah. TBH the filename gives me more information than that.

Shane 'ProgZmax' Stevens

#6
Stay on topic, please.  If people want to use watermarks then let them do so as long as it isn't so huge it inhibits your ability to give advice.

As far as the room goes it's way, way too sparse.  You've got a huge amount of floor area and aren't doing anything with it.  My advice is to make the room considerably smaller or fill it up with furnishings such as rugs, tables, couches and the like.  It could probably also use doors to different rooms unless this is supposed to be one area, in which case you could divide the huge room up into several smaller rooms that the player can see all at once. 

As for the wall/floor coloring, if you want to save yourself a lot of trouble start with 1-2 shades for floors and walls rather than using a texture at all; for example, you could make the floor wood paneled like so:



The other problem is that the room doesn't really obey any perspective rules, not even its own.  The objects create a 3d feeling while the actual room is flat, so you need to decide whether you want a flat overhead room or a room with perspective.

rock_chick

#7
Quote from: ProgZmax on Sun 24/06/2007 23:52:15
Stay on topic, please.  If people want to use watermarks then let them do so as long as it isn't so huge it inhibits your ability to give advice.

As far as the room goes it's way, way too sparse.  You've got a huge amount of floor area and aren't doing anything with it.  My advice is to make the room considerably smaller or fill it up with furnishings such as rugs, tables, couches and the like.  It could probably also use doors to different rooms unless this is supposed to be one area, in which case you could divide the huge room up into several smaller rooms that the player can see all at once. 

As for the wall/floor coloring, if you want to save yourself a lot of trouble start with 1-2 shades for floors and walls rather than using a texture at all; for example, you could make the floor wood paneled like so:



The other problem is that the room doesn't really obey any perspective rules, not even its own.  The objects create a 3d feeling while the actual room is flat, so you need to decide whether you want a flat overhead room or a room with perspective.

Quote from: rock_chick on Sun 24/06/2007 08:20:18
This is the background for the Loungeroom in my game, it isn't finished
That's why it looks too big.

I agree that choosing a simpler scheme is better so I'll go with one room colour and blue carpet I used for my first room(that scheme looked much better)and things like tiles for the bathroom and such.

As for the 3D/2D feel, I didn't realise it looked so out of place, how can I give the rooms  more of perspective?

vertigoaddict

I agree with using wodden floors, but just a little tip:

Read/look at room design magazines or observe existing rooms; it helps a lot.

If you want to keep the carpet, I think you just need to give it more of a texture; cause right now it looks like the walls are covered in carpet material and the floors are covered by card.

Shane 'ProgZmax' Stevens

The way to create proper perspective for a room is to use one or more vanishing points.  A single vanishing point works best for fixed, 2d room so let's see generally how it would look:



This is messy and simple but it should get the point across.  Basically I set the vanishing point at the center of the room; you don't have to do this but for a straight overhead view all sides will get equal treatment if the vp is in the center.



These are the vanishing point lines I went by to make the layout.  You could also just have a flat overhead view with no perspective at all if you like; that would certainly be easier to do since you would be looking straight down on everything, so you'd see the top of a person's head and their shoulders and tips of their shoes,etc.

Hudders

Quote from: ProgZmax on Mon 25/06/2007 20:39:55
These are the vanishing point lines I went by to make the layout.  You could also just have a flat overhead view with no perspective at all if you like; that would certainly be easier to do since you would be looking straight down on everything, so you'd see the top of a person's head and their shoulders and tips of their shoes,etc.

Thinking about this for a moment, how would one draw a character in the perspective you have drawn here? I can't get my head around how you would do it since his perspective would change as he walked around the room, wouldn't it?

It would certainly be impressive but I can equally see it being incredibly difficult to pull off!

Shane 'ProgZmax' Stevens

#11
You wouldn't necessarily have to draw them in proper perspective at all points, but I suppose if you wanted to you could do three versions of the character (one slanted a bit upward for the top portion of the room, one straight overhead for around the center and one slanted down for the lower portions).  I don't really think it's practical for most people, so a slightly tilted upwards character would be fine.  You could also use a fixed angle perspective that games like The Legend of Zelda or the more visually impressive Albion used:

http://www.abandonia.com/games/428/images/games/Albion1.png

Then all you have to worry about is making all the objects at the same angle.

Andail

Interestingly, Zelda is a good proof that you don't really need the character to follow the perspective of the background, at least not 100%. Most early Zelda versions featured a perspective similar to Progz's above, but Link would always be seen from the side.

Similarly, many adventure games have backgrounds seen in top-down perspective, while the characters remain the same.

Buckethead

You could also go for top view characters like in the classic GTA games. Those are not that hard to draw

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