Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Should I go for pixel art?

Should I go for pixel art?


  • Total voters
    27

tiagocc0

Arcane
Joined
Jun 29, 2007
Messages
2,056
Location
Brazil
if the movement grid is based on the max amount of movement on that very turn, I think it should actually be more prominent around the edges.
View attachment 1119
Great idea, this might take some work, unless if I remove the transparency from the movement tile and put a bigger full green tile underneath, should work! =D
 

Zed

Codex Staff
Patron
Staff Member
Joined
Oct 21, 2002
Messages
17,068
Codex USB, 2014
if the movement grid is based on the max amount of movement on that very turn, I think it should actually be more prominent around the edges.
View attachment 1119
Great idea, this might take some work, unless if I remove the transparency from the movement tile and put a bigger full green tile underneath, should work! =D
that's a clever way to achieve the effect :)
 

sser

Arcane
Developer
Joined
Mar 10, 2011
Messages
1,866,716
Looks good. I think pixel art is kind of on an upswing right now. And just, aesthetically speaking, I think the blockiness of pixels really suits the machinery of spaceships. Do you have idle animations? Most pixel-art games have some kind of passive animation, like breathing or hopping on their feet or just kinda shuffling. With ships, you could do the pulse of the engines or maybe have a light or two blinking, etc.
 

tiagocc0

Arcane
Joined
Jun 29, 2007
Messages
2,056
Location
Brazil
Looks good. I think pixel art is kind of on an upswing right now. And just, aesthetically speaking, I think the blockiness of pixels really suits the machinery of spaceships. Do you have idle animations? Most pixel-art games have some kind of passive animation, like breathing or hopping on their feet or just kinda shuffling. With ships, you could do the pulse of the engines or maybe have a light or two blinking, etc.
Thanks, everything there is placeholder graphics, I did most of it and those more complex (background and ships) I bought for very cheap.
We do have however an excellent pixel artist on the team, he's working on the races right now together with my concept artist so it might take a while before I can replace the ships and everything, he will probably change the size and/or format of the grid too.
You can check him out here: www.bugpixel.com
 

hoverdog

dog that is hovering, Wastelands Interactive
Developer
Joined
Jul 8, 2010
Messages
5,589
Location
Jordan, Minnesota
Project: Eternity
looking good :thumbsup:

will all the ships be one-grid in size or are you going to feature some bigger machinery, like capital ships?
 

tiagocc0

Arcane
Joined
Jun 29, 2007
Messages
2,056
Location
Brazil
looking good :thumbsup:

will all the ships be one-grid in size or are you going to feature some bigger machinery, like capital ships?
There will be bigger ships, for now I thought about having them increase considerably, like 1 grid, 7 grids and 19 grids.
So the ship actually expands on all adjacent grids when the size increases.
 

tiagocc0

Arcane
Joined
Jun 29, 2007
Messages
2,056
Location
Brazil
Hey Zed, done!
new_mockup_4.png


The Captain is actually a gif I made:
GenericCaptain.gif
In the screenshot it has a purple scanline over it.
 
Joined
Apr 2, 2010
Messages
7,428
Location
Villainville
MCA
looking good :thumbsup:

will all the ships be one-grid in size or are you going to feature some bigger machinery, like capital ships?
There will be bigger ships, for now I thought about having them increase considerably, like 1 grid, 7 grids and 19 grids.
So the ship actually expands on all adjacent grids when the size increases.

Don't neglect other configurations, like 2, 3 and 4 grid ships. It doesn't need to have hexagonal symmetry.
 

Absalom

Guest
Do whatever is most comfortable for you. If the game play is solid, graphics only matter in the sense that I can tell what I'm looking at.
 

tiagocc0

Arcane
Joined
Jun 29, 2007
Messages
2,056
Location
Brazil
Don't neglect other configurations, like 2, 3 and 4 grid ships. It doesn't need to have hexagonal symmetry.

The problem is that this is a 4X game, so giving too much options about the ship size without giving an actual meaningful difference between them might be frustrating.
I also have the art constraint, but I will think more about this.


Do whatever is most comfortable for you. If the game play is solid, graphics only matter in the sense that I can tell what I'm looking at.
Thanks!
 

tiagocc0

Arcane
Joined
Jun 29, 2007
Messages
2,056
Location
Brazil
On other news:

Version 0.5 of the Tactical Combat Module is available here.
I will make a PDF document explaining how to play, modify and what was made and will be included later.
 

potatojohn

Arcane
Joined
Jan 2, 2012
Messages
2,646
All fonts should be the same "resolution". Nothing crappier (font-wise) than a game where some fonts pixelated and others smooth.
 

tiagocc0

Arcane
Joined
Jun 29, 2007
Messages
2,056
Location
Brazil
All fonts are pixelated apart from the introduction video and starting menu, which are placeholders.
 

Zed

Codex Staff
Patron
Staff Member
Joined
Oct 21, 2002
Messages
17,068
Codex USB, 2014
looking very good :)
dunno how it would look against a dark space background though. probably still good.
 

tiagocc0

Arcane
Joined
Jun 29, 2007
Messages
2,056
Location
Brazil
Yep, a dark background will be a problem with this setup but Jalonso will probably fix this on the next version. ;)
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom