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Member Since 27 Oct 2008
Offline Last Active Today, 01:13 PM

#5277194 Critique my JRPG Graphics

Posted by on 20 February 2016 - 02:20 PM

I'm not much of an artist, but it's seems decent overall. I especially like the characters.

My main criticism would be:

  1. The trees are clearly copy-and-pasted. There needs to be more variation.
  2. The rock/stone in the center seems to be too smooth. I feel as though it should be more rough.
  3. The windows on the house seem too small and lacking detail. But I guess it depends what you're aiming for.
  4. I can't seem to figure out what the house roof is made of. Wood? It needs to have more texture.
  5. It might be better to have separate tile sets for short grass and long grass. This would help make the grass more dense without copying that same grass sprite all over.

Hope it helps!

#5236274 Landmarks

Posted by on 23 June 2015 - 01:16 AM

Personally, I find things like an ordinary throne in a castle not very landmark-ey. A landmark should be something that really stands out and might even be a bit odd. It really depends on the universe you're creating, but try making things more unexpected and weird. Because if the player stops and thinks "What the hell is that?" or "Hey I wasn't expecting that here" then that will immediately become a landmark for them.


So if you were to have a throne, make sure it's in a big grand throne room which is much larger than all of the other rooms where the throne over-arches everything else and has high-contrasting colors.


Just my 2ctongue.png

#5224223 Is Unity3d right for someone like me, mostly doing 2d stuff?

Posted by on 18 April 2015 - 03:13 PM

I disagree with most of your points.


  1. Unity's documentation isn't perfect, but its better than most of the stuff I've had to deal with in the past.
  2. The documentation usually tells you if something is going to negatively impact performance in a significant way. But it is hard to measure these things when so many people use them so many different ways. Unity Pro comes with a profiler which can be used to test the performance of things, if you want to go that route.
  3. Performance wise, the component architecture allows you to get rid of all of the crap you don't need, so it is usually fast enough for the vast majority of people's needs. You are right that data and logic aren't strictly separated. Unity's workflow often puts data in a file or in the scene, but it isn't so much tied directly to the code.
  4. I don't think that the easy stuff is harder (I've found that some other engines do it much worse). But, for 2D, I may agree with you. Unity was originally designed as a 3D engine and then 2D was sort of an afterthought. Having said that, some of the 2D tools are great to work with, but some of the 3D things may get in the way.

You generally want to avoid highly coupled components, but sometimes it is unavoidable. If you want to get a better feel in how to make more generic-use components, check out some of the stuff on the asset store and look into how they are designed. You can't really learn how to design something for a new application in a single sitting; it requires playing around with other people's stuff first to see how they tackled various problems.


It really comes down to what sort of game you want to make. In terms of performance, Unity should not be a problem with 2D (unless you are doing some seriously niche graphics processing). I'd spend less time worrying about performance and more time trying to find tools that are in you price range and work well with your workflow.


Btw Libgdx, SDL and XNA are all APIs, not engines. They will give you much more flexibility, but will take a lot more time to learn and get anything finished. If you're absolutely set on not using Unity, some alternatives are Cocos2D, GameMaker, Love, Torque, Godot, RPG Maker, the list goes on and on.

#5220258 Unity3d inspector error in Animator component

Posted by on 30 March 2015 - 12:43 PM

By the looks of that image, you have no controller attached. Checkout this section of the manual.


If things still don't play, make sure you've configured everything in Unity's importer correctly (if you are using Mechanim, you must link the bones up correctly).

#5195124 Learning to create Art - by Riuthamus

Posted by on 28 November 2014 - 02:18 AM

I watched both of the videos, and they were quite interesting (actually they have inspired me to create some sort of systematic approach for doing the art in my upcoming game, so thanks!).


My only major gripe with it is I don't really understand what you are trying to achieve. The video title is "Learning to draw", but I find that to be quite vague. I'm no artist, but there are lots of styles of drawing and there are lots of areas to cover. I think different styles have different approaches to achieving their final product. What am I going to get out of watching your videos that I'm not going to get out of any other drawing video?


Another thing: This is more of a personal thing that I have against all of these tutorial type of videos, but I always feel like they are too slow. For example, in your video, you explain to us everything that you are doing while you are doing it. I feel it would be more educational and entertaining if the video were compressed down into 3-5 minutes and presented in a sort of powerpoint slide fashion where you show before and after pics of each step. This would save time and give you more brain space to think about what you are saying. If you look at Extra Credits, Minute Physics or Vsauce, they unload all the information you need very quickly and very entertainingly. This is something I never see with art-related videos which I think would benefit the viewer a lot... but it will be more effort for the creator.


Just my 2 cents.

#5160993 Monster in a Horror Game

Posted by on 17 June 2014 - 12:52 AM

Are you thinking about this from an art perspective or a mechanics perspective? What would it add to the gameplay?


In MediEvil the weakest weapon in the game is just the main character pulling off his arm and flailing it about. It was pretty funny, but didn't serve much more beyond that.

#5117493 Programs going way too slow since moving to a new computer...

Posted by on 16 December 2013 - 10:44 PM


I'm guessing that it's just your own programs that are having this issue?


Yeah, from what I can tell.

D3D_DRIVER_TYPE driverTypes[] =
unsigned int numDriverTypes = sizeof( driverTypes ) / sizeof( driverTypes[0] );

for( unsigned int driverTypeIndex = 0; driverTypeIndex < numDriverTypes; driverTypeIndex++ )
	D3D_DRIVER_TYPE D3DDriverType = driverTypes[driverTypeIndex];
	D3D_FEATURE_LEVEL level[] = { D3D_FEATURE_LEVEL_11_0 };
	hr = D3D11CreateDevice( NULL, D3DDriverType, NULL, createDeviceFlags, level, 1, D3D11_SDK_VERSION, &D3DDevice, NULL, &D3DContext );
	if( SUCCEEDED( hr ) )

So it seems D3D11CreateDevice fails when trying to use D3D_DRIVER_TYPE_HARDWARE but works with D3D_DRIVER_TYPE_REFERENCE. Not sure why though.

#5084637 Instancing woes...

Posted by on 10 August 2013 - 01:37 AM

Kauna, you marvel! That was it (embarrassinglyblink.png).

#5057113 Zelda - Link to the past - Textures Pack?

Posted by on 26 April 2013 - 06:34 PM

In 2D, you generally don't call them "textures". You are probably looking for "tiles" or "tileset".