adonthell-artwork
[Top][All Lists]
Advanced

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

Re: [Adonthell-artwork] first new res anim


From: cirrus
Subject: Re: [Adonthell-artwork] first new res anim
Date: Thu, 07 Mar 2002 00:27:58 +0000

Alexandre Courbot wrote:
> 
> > If you look at the doors I made for the cellar, they are not even 30px high,
> > but you don't notice that the character is taller than the door. So the
> > characters could be slightly larger than the scenery without anyone 
> > noticing.
> 
> Very slightly, only a few people would notice, right. But on 0.3, with
> the cellar doors, if you look very carefully, you can see that the 2
> highest lines of the head of the character does clip with the door's top
> ;) And with the new map engine, this will be even more true. Characters
> will be in front of an object, and the frame later, they'll be behind.
> If the character is more than 4 pixels taller than the door, the
> clipping effect will be visible (just as if the character knocks his
> head on the door) So my advice would be to be very carefull with
> dimensions, as it won't forgive any error.
> 
> > As everybody seems to agree, the numbers we come up with should be
> > guidelines, nothing else. So I would say an average character would be about
> > two tiles tall, ±5px. The rest we should leave to the artists :).
> 
> Right. We worked quite hard to make generic engines so artists aren't
> prisoneered into restrictions - that's not to impose new
> technical-independant restrictions! :)
> 
> Don't get me wrong anyway - I can live with the character the way Ben's
> submitted it. It's just that, it looks a bit too big, which would
> influence the architecture (which should be well-dimensionned regarding
> the characters) and possibly limit the visible area for the player...
> And I really don't feel like switching to 800x600, guys! ;)
> 

I think we should have an absolute maximum height for normal characters
- 80px seems sensible coz it's exactly 2 squares but I'm also happy to
make it, say 85px if you'd all prefer that. I don't think we should go
beyond that though because, as Alex pointed out the gfx would just get
too big. As for width it seems everyone's happy with 40px (save the odd
hair or sword tip) - of course if doorways are 40px wide you'd get a bit
off clipping but I think it looks fine at the sides - it's at the top
that it can look weird, coz you'd expect your character to hit his head
if he's taller than the entrance! :P

If we adopt this that means a character must fit into a 40px by 80px (or
85px, whichever) box. Would that be good?


                -James
-- 
   ___    ___  ___       ___ 
  /    / /__/ /__/ /  / /__                 Reg. Linux User #148821
 /___ / / \  / \  /__/ ___/@linuxgames.com  www.twiddles.com
                                            adonthell.linuxgames.com



reply via email to

[Prev in Thread] Current Thread [Next in Thread]