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.
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!
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.
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
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.
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.
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*
The biggest tank and the three-piped mech should not be able to exit the factory
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.
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.
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!
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.
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.
DaVince This fool just HAD to have a custom rating
Registered 04/09/2004
Points 7998
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.
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
- Ok, you must admit that was the most creative cussing this site have ever seen -
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.
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.)
All platforming problems can be mostly solved here:
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!
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.