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Retainer



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14th April, 2008 at 08:36:06 -

Image

What do you think of the current style?
Oh, that by the way is the heavy weapons factory.

Image Edited by the Author.

 
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14th April, 2008 at 09:00:05 -

I really like it. Reminds me of Sim City 3k.

 
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14th April, 2008 at 09:28:36 -

I think that looks decent.

The only suggestion would be to adjust the contrast on the ground so it has darker areas so the building blends in better. Maybe add an alpha channel shadow along the top edges of the building to match the trees also.

 
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14th April, 2008 at 09:52:20 -

Hmm. It's not pixel art, right? Looks like photoshopped.

 

Retainer



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14th April, 2008 at 10:05:08 -

Nah, it's a pure render from 3D Studio Max.

I have built a function that loads a alpha map ands pasts that into the backdrop, unfortunately I only have shadow maps for the old building set. I'll try to make another one for this building, see how it turns out.
Thanks for the criticism!

 
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14th April, 2008 at 10:08:10 -

Is that pixel art? Because it looks either like pixel art or an aliased 3D model.

In any case, I think it looks awesome.

 
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14th April, 2008 at 13:47:04 -

This could just be your art style, but the building seems a tad small compared to the tree's and rock.

 
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Retainer



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14th April, 2008 at 14:58:58 -

Proportions in RTS games are.. well.. ignored most of the time. Of not, the game would be very hard to actually play, when a single building covers the screen and tanks are proportionally sized to about one pixel So that's something I have to live with.
I'll make a new screenshot when I got go a couple of more buildings, see how it looks in its content.


 
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14th April, 2008 at 16:59:10 -

It reminds me of the C&C games (like Red Alert 2) but you probably got your insiration from that... I guess the engine won't be open source? Since im working on a RTS engine this week too... I wont use it now anyway since mine is so far done. Anyway I also use 3D renders made by a friend, but I dont pixel over them :S

Nice style, finish the game already!

 
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15th April, 2008 at 03:29:47 -

Looks nice, I like it

 
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15th April, 2008 at 05:32:23 -


Originally Posted by Retainer
Proportions in RTS games are.. well.. ignored most of the time. Of not, the game would be very hard to actually play, when a single building covers the screen and tanks are proportionally sized to about one pixel So that's something I have to live with.
I'll make a new screenshot when I got go a couple of more buildings, see how it looks in its content.


Building size is ignored to a degree of, most of the parts of the building are generally not out of proportion, just the size of the building constructed is.
Image
I don't know about you, but I'm pretty sure those doors are quite big enough for anyone to fit in, things are indeed at least 1 to 2 stories high. No, once you get in... it might be a little cramped up, but for the most part, it's pretty well proportioned on a per-piece basis.

 
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Retainer



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15th April, 2008 at 06:17:04 -

Hehe, imagine stepping into one of those living houses and have to knee to see through a window

But I get your point. Still, What is proportional and what's not also differ from game to game. Maybe the case is to get the building more proportional to itself...
Try this:
*Warning 56k brothas*

Image
The biggest tank and the three-piped mech should not be able to exit the factory

Image
But it works



 
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15th April, 2008 at 07:03:16 -

This example annoys me. Look at the size of the people compared to the buildings! I would've really prefered it if the people were smaller in this game.

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15th April, 2008 at 07:22:25 -

I think it looks excellent, and I don't think the so-called proportion errors really matter. Just because there's a few examples of games that have building sizes in proportion to everything else doesn't mean he should go crazy because his doesn't. It's his style, and it looks bloody amazing.

 

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15th April, 2008 at 10:53:34 -

Nevermind proportion, realism is boring and made of fail. I'd much rather be able to actually CLICK on those small units, than having them 2x2 pixels large because it's realistic in proportion to the buildings. I love your style, Retainer. It looks great!

 
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15th April, 2008 at 13:49:07 -


Originally Posted by squid20
I think it looks excellent, and I don't think the so-called proportion errors really matter. Just because there's a few examples of games that have building sizes in proportion to everything else doesn't mean he should go crazy because his doesn't. It's his style, and it looks bloody amazing.


Hey, how about you keep the topic in mind, not me. Alright? He asked for critique, I gave it to him... don't come down on me.

 
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15th April, 2008 at 14:49:45 -

He didn't? I... Don't even think he was talking to you, specifically?

Image Edited by the Author.

 
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Rick (AntiMatter Entertainment)

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15th April, 2008 at 23:36:16 -

I know you were the one that talked about proportions but that wasn't really meant to be aimed at you, or anyone in particular. I just wanted to say it looks good and that I wouldn't let the fact that other games keep proportion deter him. Looking at the comment now, I'm referring to him in third person as if I'm not directing my comment to him at all but to someone else, so I see why you thought I was getting up you. Don't look too far into it though, your criticisms are just as valid as the next guy's.

 

Retainer



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16th April, 2008 at 04:48:39 -

Updated with some anti-tank turrets.
They got 23 cannon directions. Pain in the ass..
Hmm, maybe a tad bright. Can't get to redo it right now

Image

Too bad you can't update the first post in a thread..

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16th April, 2008 at 09:17:47 -

If possible, use a bit of alpha blending on the edges so it actually looks like the base and machines are placed on the grass. The base looks a bit too seperated from the grass/ground now.

 
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16th April, 2008 at 15:47:50 -


Originally Posted by DaVince [Ectoprods]
If possible, use a bit of alpha blending on the edges so it actually looks like the base and machines are placed on the grass. The base looks a bit too seperated from the grass/ground now.



All your base are belong to us



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16th April, 2008 at 16:31:36 -

I totally and wholeheartedly agree with Rick and axel.

Proportions = nothing, simply nothing

Gameplay = everything

Your graphics as they are now = more than enough

... this should give you an idea where to concentrate. Don't focus on tiny details that attract other game developers aiming to perfectionism... focus on those things that really matter in the viewpoint of the average player.

 
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16th April, 2008 at 18:02:11 -

First i must say... HOlY- WOW! Those look incredible. But, like everyone else, i have a bit of criticism. They should just be a bit darker on the bottom. And the base of the turrets, like da vince said, should be blended in with the terrain their on. But, as they look right now, Holy- wow.

(Like some would say though, like i'm an expert at spriting . Its just my opinion, thats all.)

 
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Rick (AntiMatter Entertainment)

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16th April, 2008 at 21:22:46 -

Those turrets are awesome! They look like they'll wreak havoc on my tanks. The alpha shading of the base of each structure is a good idea, they do look a little seperated from the landscape. Still beautiful though!

 

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16th April, 2008 at 22:08:46 -


Originally Posted by Phredreeke

Originally Posted by DaVince [Ectoprods]
If possible, use a bit of alpha blending on the edges so it actually looks like the base and machines are placed on the grass. The base looks a bit too seperated from the grass/ground now.



All your base are belong to us



...sorry, couldn't resist



im in ur base killing ur d00ds

 
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16th April, 2008 at 22:48:08 -

hey retainer I actually made a post in your project forum asking you how you did the graphics.
I like them they are nice

I'll have to have a look at 3d Studio Max, looks interesting.


 
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18th April, 2008 at 08:15:16 -

Sweet, reminds me of starcraft...got a light?

 
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Retainer



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18th April, 2008 at 10:58:51 -

Hah, love that part. It's gonna be a joy recording the sounds.

 
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