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#1
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![]() We've showed some more work in progress types of images for our next game, Din's Champion. Head over to our Din's Champion WIP page to see the difference between using slopes and not.
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Steven Peeler Designer/programmer Depths of Peril, Kivi's Underworld, Din's Curse, Drox Operative, Zombasite, Din's Legacy, & Drox Operative 2 Patreon |
#2
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![]() Hi, I just made an account because while I think things are coming along nicely, and I'm very glad you've chosen to go with 2D tiles I cannot understate how important it is for you to remove the blur from the edges of those tiles. I know visual design has never been a strong suit or main focus of Soldak games, but currently, all the tiles look out of focus (the background should not be crisper than the foreground, as it currently appears). Beyond looking quite bad, this also makes it way harder for the player to discern where one block/tile ends and air/another block begins.
Not trying to be super negative or anything, I just think from a visual design standpoint this is something that should really be amended earlier rather than later, if that makes sense. |
#3
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![]() Hmm, the edges don't really blur, but they do fade out right now.
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Steven Peeler Designer/programmer Depths of Peril, Kivi's Underworld, Din's Curse, Drox Operative, Zombasite, Din's Legacy, & Drox Operative 2 Patreon |
#4
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![]() I'll have to experiment with the blending textures using less alpha.
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Steven Peeler Designer/programmer Depths of Peril, Kivi's Underworld, Din's Curse, Drox Operative, Zombasite, Din's Legacy, & Drox Operative 2 Patreon |
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