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Graphics Update


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#1 Chaostorm

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Posted 03 September 2012 - 02:36 PM

I didn't realize just how blurry the old graphics were, until I saw these screenshots. Check out the before & after below, and let me know your opinions!

Before:
!before.jpg

After:
!after.jpg

#2 Saga Musix

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Posted 03 September 2012 - 03:12 PM

A definite improvement, though I still think that the fade on the platform tiles is way over the top.

#3 daniels7

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Posted 03 September 2012 - 03:17 PM

I love it :)

#4 MadTinkerer

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Posted 03 September 2012 - 04:20 PM

Nice!

#5 InsaneJetman

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Posted 03 September 2012 - 04:57 PM

I second Saga Musix.

#6 DarkWolfNine

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Posted 03 September 2012 - 06:09 PM

It is much better. But it is still a bit too much I think. (I guess the same general consensus)

I was wondering if that could be a level settings toggle, but also allow for a dark fade in (like the white one) So it could be like:
Tile shading
Light
Dark
None

Maybe no one would use the dark one.. I did on my Devilish series. But I don't know if it is something people like or hate yet. :)

Just thinking out loud.

~DWN

#7 Chaostorm

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Posted 03 September 2012 - 08:15 PM

OK, more subtlety now, and I found the code was adding a highlight to the art, so the output was also brighter than what was drawn. How do you guys like this one?

Adam

Attached Images

  • !after2.jpg


#8 DarkWolfNine

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Posted 03 September 2012 - 08:52 PM

A bunch better IMO..

P.S. check your email. Sent you the HTML version of the Editor Guide.

#9 vielhuber

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Posted 03 September 2012 - 11:16 PM

Very nice! But i have to get used to the new red barrier.

#10 Saga Musix

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Posted 04 September 2012 - 06:44 AM

I still find this in in particular very awkward - what is the highlight supposed to tell me?

Posted Image

With the brighter tiles, the effect is more subtle, so it's kind of OK.

#11 Chaostorm

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Posted 04 September 2012 - 07:38 AM

I still find this in in particular very awkward - what is the highlight supposed to tell me?

Posted Image

With the brighter tiles, the effect is more subtle, so it's kind of OK.


The idea is increased contrast on the areas you are most concerned with: walkable areas, enemies, items.
And decreased contrast / darker on other areas: tile bottoms & walls, and scenery.
The gold box is a special case that breaks the rule, as an unmovable object that also needs to appear like it's sitting on the floor, I decided to highlight under it (I could change that). The bricks to the left make up a continuous wall, so no highlighting.

#12 Chaostorm

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Posted 04 September 2012 - 12:02 PM

New Castle graphics!

Before:
castle-old.jpg

After:
castle-new.jpg

#13 vielhuber

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Posted 04 September 2012 - 12:44 PM

Hi Adam, very nice!

But this is very fine tuning. What about the other topics (Bugfixing, Porting the code, ...) the users voted to do next?

#14 Chaostorm

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Posted 04 September 2012 - 12:57 PM

Hi Adam, very nice!

But this is very fine tuning. What about the other topics (Bugfixing, Porting the code, ...) the users voted to do next?


I'm prioritizing for the end of the Kickstarter right now :)

#15 DarkWolfNine

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Posted 04 September 2012 - 01:00 PM

another note (on your graphic testing) maybe add a couple ladder tops, to see how the shading affects them. :)

#16 CaptSnaz

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Posted 04 September 2012 - 03:03 PM

Looking good! - Better all the time! - :lol: - But I still miss the Xmas edition!!




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