Pyrian on 20/1/2017 at 18:20
Good artistic palettes tend to have the shortcoming of insufficient distinct standouts - design elements that need to be eye catching. Rarely do they have more than two. I struggle with it in Glade Raid since almost everything has a distinct meaning. Even stupid things like High Bushes vs Low Brush need to be very clear; and I won't trade clarity for style.
Anyway, I hope you're asking this question some other places than here. Maybe StackOverflow, lol. (...J/k.)
Yakoob on 20/1/2017 at 23:09
Thanks for the tips. I actually worked as a cinematographer for a while and, even looking at my old work, I feel I am really good with mood, composition, angles and editing. But this doesn't translate to picking good ingame assets or 2D art. I think I need to put more thought into what I'm doing. I was also thinking of making a purely cinematic type thing for a while, in vein of 30 Flights of Loving, and just focus on what I know from cinematography.
henke on 25/1/2017 at 14:11
Over at the Idle Thumbs Game Dev forum there's (
https://www.idlethumbs.net/forums/topic/9192-game-dev-talkslectures/?page=1) a thread for talks by game devs, on various topics. Some good stuff in there, but I especially wanted to repost this talk by one of the Vlambeer guys. It's about the little things that make a game more satisfying to play, and I really like how he did this presentation. He made a game especially for this, and then enables more and more features as the presentation goes along.
[video=youtube;AJdEqssNZ-U]https://www.youtube.com/watch?v=AJdEqssNZ-U[/video]
Yakoob on 25/1/2017 at 21:31
oh yea thats a great video, been sending it to my dev friends working on shooter platofrmers / roguelikes
Nameless Voice on 25/1/2017 at 23:03
Quote Posted by henke
It's about the little things that make a game more satisfying to play, and I really like how he did this presentation. He made a game especially for this, and then enables more and more features as the presentation goes along.
I didn't really find his points that interesting, since he's talking about very abstract games (e.g. the tips mostly don't apply to first-person, "realistic" games), but I have to agree that the way he shows all the different playable versions of the game is a great form of presentation.
Pyrian on 31/1/2017 at 06:04
I spend more time working on dang fonts. Can you see the problems with the "before" in this picture (left side)? There's artifacting around the bold "Turn" at the top, which is basically bleedover from nearby letters in the font asset texture. Ugh. More difficult to fix, though, is the exclamation marks that don't look like exclamation marks at all! It's like it says Round 11 and Round 21. I had to bloody well download a font editor and manually adjust the TTF so it would work with a little bit of shadowing. I also moved up the dots on the i and j, and finally adjusted the spacing between characters a bit. And at a casual glance, I can barely tell the difference in the end result...
All this effort because people said Arial was boring. I mean, they weren't wrong...
EDIT: Dangit, photobucket, your only remaining plus was that you didn't mess up my shots. Now you did. I hope you feel bad about yourself.
Inline Image:
http://i32.photobucket.com/albums/d3/Pyrian/FontComparison_narrow_zpsk6l6tkms.png
Yakoob on 1/2/2017 at 02:00
Are you making these from scratch or using 3rd part?
Pyrian on 1/2/2017 at 04:55
The fonts? I got them off the web - Boyd Uncial is a positively venerable true type font, dating from 1993. It's the best font I could find that's both recognizably "uncial" (i.e. Book of Kells style) and more or less legible. I just ended up having to edit it a little... The TTF format was only a few years old! I'm displaying them with Text Mesh Pro, which has helped solve a lot of my problems (like kerning and other legibility issues) but is frankly a bit finicky and time-consuming to work with. On the bright side, the developer is INCREDIBLY supportive, responding immediately to help requests, often within minutes.