The Ocflore Project
Woah. These shots are absolutely gorgeous. There's some great depth in these images and so many clever graphical elements. Fantastic work, Bubbatom.
I do think that stone wall in the first image looks a little flat, though. If it isn't too difficult, adding a little depth would look better.
This makes me wish I could try a mod with some more complex graphical elements since AR is too bloated for most of this stuff. I know what you mean about time constraints and lack of motivation, but seeing this stuff definitely gives me some inspiration.
I do think that stone wall in the first image looks a little flat, though. If it isn't too difficult, adding a little depth would look better.
This makes me wish I could try a mod with some more complex graphical elements since AR is too bloated for most of this stuff. I know what you mean about time constraints and lack of motivation, but seeing this stuff definitely gives me some inspiration.
Armageddon Begins Again. The Alphamatic has arrived.
Atroxian Realm: viewtopic.php?f=4&t=3536
The Alphamatic: viewtopic.php?f=4&t=4086
- entropicdecay
- Mad Mushroom
- Posts: 576
- Joined: Thu Nov 01, 2007 15:00
- Contact:
Beautiful, really love the blue and grey color schemes, and the sparing green in the last two make it really visually stunning. Great designs, dithering, and tiling. Really like that stone door in image two, and the tree branches in the second to last.
Like Gridlock said, there is some issue with perspective. This is most evident with the stone wall background in the first image, as well as the wall in the third image. The hut in the fourth image has this issue as well. For the stone walls, adding some shading variation and depth to the side and top edges will help. For the hut, a slimmer roof or some pillars in the foreground will help bring it into the same perspective as the platforms.
Be wary of all the pointed wood tiles and their appearance as deadly spikes. Blunting the tips might help, or using less black in the outlining, or maybe some solution through level design.
I really like the jungle background in the last image, particularly the brown palm-like trees and the brown stones. You might consider making the tree top section a bit wider. For the hills, the blue definitely helps in differentiating from the tree tops and helps establish depth, but you might consider less black outlining to give a more distant look.
The depth of field and perspective goes way beyond the original games, it's definitely a challenge to have these multilayered backgrounds. But they're a coming along great; beautiful world you're creating.
Like Gridlock said, there is some issue with perspective. This is most evident with the stone wall background in the first image, as well as the wall in the third image. The hut in the fourth image has this issue as well. For the stone walls, adding some shading variation and depth to the side and top edges will help. For the hut, a slimmer roof or some pillars in the foreground will help bring it into the same perspective as the platforms.
Be wary of all the pointed wood tiles and their appearance as deadly spikes. Blunting the tips might help, or using less black in the outlining, or maybe some solution through level design.
I really like the jungle background in the last image, particularly the brown palm-like trees and the brown stones. You might consider making the tree top section a bit wider. For the hills, the blue definitely helps in differentiating from the tree tops and helps establish depth, but you might consider less black outlining to give a more distant look.
The depth of field and perspective goes way beyond the original games, it's definitely a challenge to have these multilayered backgrounds. But they're a coming along great; beautiful world you're creating.
Gorgeous themes. Absolutely love the last two.
My newest mod - Commander Keen: Sunset: viewtopic.php?t=8568 | codename H.Y.E.N.A.
- Commander Spleen
- Lord of the Foobs
- Posts: 2384
- Joined: Wed Oct 31, 2007 22:54
- Location: Border Village
- Contact:
This is incredible. If you want it to show up on the forum, you need to save it in a different format other than bitmap. I think png or jpeg should work.
Armageddon Begins Again. The Alphamatic has arrived.
Atroxian Realm: viewtopic.php?f=4&t=3536
The Alphamatic: viewtopic.php?f=4&t=4086
Too much on tomorrow, so I thought I'd do the Keen Day update tonight.
One demo level (Pelagic Pillars) and some story snippets in the story section in F1 help menu:
https://dl.dropboxusercontent.com/u/531 ... 20Demo.zip
I've given the level a small clean up, but it's definitely not done!
Enemies are lacking, partly because I haven't finished enough behaviours and partly because Levellass has gone walk about (probably more computer issues?) with fixing existing patches. You can point out issues, but I probably already know about them and just couldn't get around to fixing them before today.
The level is really just a taste of what's to come.
Not sure whether this deserves a thread in the release forum. It can sit here for now!
Please enjoy what's there!
One demo level (Pelagic Pillars) and some story snippets in the story section in F1 help menu:
https://dl.dropboxusercontent.com/u/531 ... 20Demo.zip
I've given the level a small clean up, but it's definitely not done!
Enemies are lacking, partly because I haven't finished enough behaviours and partly because Levellass has gone walk about (probably more computer issues?) with fixing existing patches. You can point out issues, but I probably already know about them and just couldn't get around to fixing them before today.
The level is really just a taste of what's to come.
Not sure whether this deserves a thread in the release forum. It can sit here for now!
Please enjoy what's there!
Definitely worthy of a release topic of its own. Marvellous -- one of the best sceneries ever in mods, this theme. Really soothing. Loving all the detail, from the tiles to sprites like the jellyfish moving under water.
My newest mod - Commander Keen: Sunset: viewtopic.php?t=8568 | codename H.Y.E.N.A.