Cool. I guess everyone is speechless at how awesome it looks
Looks nice, you could push the contrast even more I think . . . washing the B/G with pale blue emulates light scattering through an atmosphere (bottom image) . . . also making the foreground grey blocks slightly warmer (more towards red) helps separate the two planes . . .
I'm not sure about the colours (orange > purple > aqua blue) they seem a little incongruous to me, but colours are very subjective, so there's no absolute right or wrong.
@Socks said:
I'm not sure about the colours (orange > purple > aqua blue) they seem a little incongruous to me, but colours are very subjective, so there's no absolute right or wrong.
Oh yea... I changed it... then I came back to look at some of your examples... it looked like the second one you showed me exactly.
@jdlcrater said:
Here it is. I hope you didn't copyright it Would you mind if I use this sunset\polutionish colour scheme?
Lol, I don't own it, it's part of the whole general pantheon of Gestalt theory colour clichés !
I like the darker foreground grey too (circled in blue in the image below)![]
The main character struggles a little being red against a red gradient, so maybe you might have to play with that too, but once something is moving (which we register with a different part of out visual apparatus than we do colour) this is less of an issue.
Thanks for the help I'm glad you liked the darker grey. I wanted the player to feel like "Oh that goes back a little bit maybe it's a door" or something like that. The character, like you said, 'Once he is moving we register it differently', is a little too close to the background colour but I think it is okay once you know what you're looking at. That is also the reason I added blue eyes
@Socks said:
I'd also loose the GS font and do your HUD text in a custom font . . . . (and in a colour that is not competing with the in-game elements)
Okay. I would need to make 1-156 in fonts though wouldn't I? That is how much ammo the player can hold. And I like it. Minecraftish
I have a private IP for anyone that wants to test the game before I put it out for everyone. Send me a private message if you would like to try it and give feedback.
Comments
I like the thinking behind that. Keep at it.
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS
@Lost_Oasis_Games How does the background look?
Looks good. My first thought is maybe more contrast. Maybe the blocks should be a different color.
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS
The surrounding part of the block or the entire block @Lost_Oasis_Games ?
Just look it's the same colors as the background. The need to stand out more to give it some contrast and depth.
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS
How is the contrast here @Lost_Oasis_Games ?
Some more background art. I am trying to get the contrast right. How does it look?
Here is another change that I think works. If you don't like it tell me. @Lost_Oasis_Games I
think it looks fine as a background now.
Cool. I guess everyone is speechless at how awesome it looks
I'm making a private testing address for anyone that wants to test it before I post it.
The later ones look much better> @jdlcrater said:
Looks nice, you could push the contrast even more I think . . . washing the B/G with pale blue emulates light scattering through an atmosphere (bottom image) . . . also making the foreground grey blocks slightly warmer (more towards red) helps separate the two planes . . .
Thanks. I will add a little red to the blocks and put a special sunset effect in there
Is this a little better @Socks ? I would have posted the game itself without the creator gui but my GIMP keeps crashing... AND RIGHT WHEN I NEED IT!
I'm not sure about the colours (orange > purple > aqua blue) they seem a little incongruous to me, but colours are very subjective, so there's no absolute right or wrong.
Oh yea... I changed it... then I came back to look at some of your examples... it looked like the second one you showed me exactly.
Here it is. I hope you didn't copyright it Would you mind if I use this sunset\polutionish colour scheme?
Lol, I don't own it, it's part of the whole general pantheon of Gestalt theory colour clichés !
I like the darker foreground grey too (circled in blue in the image below)![]
The main character struggles a little being red against a red gradient, so maybe you might have to play with that too, but once something is moving (which we register with a different part of out visual apparatus than we do colour) this is less of an issue.
Thanks for the help I'm glad you liked the darker grey. I wanted the player to feel like "Oh that goes back a little bit maybe it's a door" or something like that. The character, like you said, 'Once he is moving we register it differently', is a little too close to the background colour but I think it is okay once you know what you're looking at. That is also the reason I added blue eyes
Some screenshots of The Caves Background WIP
New?
I'd also loose the GS font and do your HUD text in a custom font . . . . (and in a colour that is not competing with the in-game elements)
Okay. I would need to make 1-156 in fonts though wouldn't I? That is how much ammo the player can hold. And I like it. Minecraftish
They look great !
No, just the 10 numbers 0 to 9.
"Minecraftish" Well spotted !
Link: http://www.dafont.com/minecrafter.font
YAY I noticed that the blocks were TOO gray to be with the background so I thought I might do the "Mario thing" where they coloured their blocks blue.
@Socks I'm working on some custom fonts right now !
@Socks, too much? I think I could fit it to where it only surrounds the clickable gui. It looks better in-game
The end product Also, one actor can do all of that!
Updated it a little bit.
I have a private IP for anyone that wants to test the game before I put it out for everyone. Send me a private message if you would like to try it and give feedback.