Mockup

Mockup

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Pixel Art Details

Mockup



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Title: Mockup
Pixel Artist: Adarias  (Level 11 Special Agent :: 30038 points)
Posted: 5/14/2007 18:42
Statistics:  32 comments    73 faves    0 avatars

Yet another screenshot of our editor.

Some funny instances, particularly with the shadows (which are added by an overlay - sorry pixelpurists) but the kinks are beign hammered out :P

Discussion

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avo (Level 7 Mass Murderer) @ 7/28/2010 11:43

beautiful graphics, i like 


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Benevolent (Level 1 Jukyu) @ 4/24/2010 17:51

the person on top just looks like there floating add shading to the ground so it dosent look that way.


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JosephSeraph (Level 2 Flatfoot) @ 6/20/2009 15:46

that´s awesome.... But.. I think the char in shadow calls much attention. There could be an upper layer with 50% transparency of pure black on the character.... Unless you know of a better way to handle it.. =/


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PanicBomber (Level 6 Manager) @ 4/2/2009 14:02

seems nice, i really like the tileset.


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slym (Level 8 Rear Admiral) @ 12/23/2008 16:36

Wow, that is amazing.


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joysuke (Level 1 Rookie) @ 6/9/2008 22:41
just neat and amazing!!

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Shiru (Level 6 SWAT) @ 1/10/2008 16:45
Cool, reminds me Tactics Ogre.

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Adarias (Level 11 Special Agent) @ 11/28/2007 12:16
really? that's interesting, as it wasn't meant to.  im not disappointed though, as there are far worse things to come to mind than on of the best game series EVARR

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ultima (Level 2 Hired Gun) @ 11/28/2007 08:18
weirdly reminds me of zelda oot

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chess (Level 8 Shodan) @ 11/7/2007 13:21
Except of the shadowing below the characters, please choose all the nice words i should give you by yourself.

7/7 + fav.


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Luna (Level 1 Depressed) @ 10/31/2007 08:49
It would be nice if the shadow went over the characters as well. But it looks great anyway! ^^

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Adarias (Level 11 Special Agent) @ 5/30/2007 07:17

yeah, the roof needs tweeking, particularly the away-facing bits.

the engine is set up in flash, and while it's possible for the language to handle it, it isnt possible for our engine to without great difficulty or a large number of additional sets.  it's difficult to explain, basically the shadows are added by tile, so if they were to extend beyond the bounds of that tile (as the character does), we'd get overlapping shadows.  Really, we've been thinking of ways around it, and the only viable one so far is to create extra character sets with the coloration preapplied in photoshop or something.


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Monkey 'o Doom (Level 11 Psychopath) @ 5/27/2007 13:56

I can't imagine such a thing would be *impossible* or even that difficult in any noncrippled programming language.

This is great as far as pixelling and technique goes, except that some of the roofedges are discontinuous in places.


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Adarias (Level 11 Special Agent) @ 5/21/2007 03:31
then it's too bad that it's not possible to do that, isn't it?  :P

isometric engine restrictions end up calling for sacrifices like that - our zsorting makes it so that the shadow *cannot* cover the entire character, because if it did, it would also need to cover squares behind it, which would lead to double-shadows and an ugly mess.

We *might* find a way around it, but its nowhere near a priority

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Feron (Level 4 Mercenary) @ 5/20/2007 12:12
I think it would look better if the shadows overlaid the characters aswell as the terrain.

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Adarias (Level 11 Special Agent) @ 5/20/2007 07:04
in general - thanks for the comments ^^

were going for more of an edward hopper approach to shadows, so the saturation is intentional.  leaving the characters out of the shadows is also intentional, we don't want to darken them and if we were to try, it would wreck the engine

are they better or worse in other lighting?
morning light
evening light


setz and neota - would you mind looking at my pixelation thread and telling me what you think of the new grass/ground/plants?
as far as worth investigation - herbalists learn the forage skill which allows them to search for natural items,  You've just given me the idea of marking some good finds with interesting plants - thanks!

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neota (Level 8 Shodan) @ 5/17/2007 06:10
Pretty nice. The red plants may be too saturated to fit the style of the rest, unless they are something of particular note (dangerous, beneficial, or otherwise warranting investigation)

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grave (Level 8 Marshal) @ 5/15/2007 21:39
There is afew colors. Such as the brown one on the shadowed roofs. That doesnt look so hot. But im guessing this is because of color restrictions.

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iLKke (Level 9 Nidan) @ 5/15/2007 11:00
Yay! Back in style.
I missed your technicolor goodness!

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born (Level 1 Rookie) @ 5/15/2007 10:58
its PERFECT! i love it !

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Setzer (Level 8 Cannibal) @ 5/14/2007 20:29
I think your shadows are broken, they are adding vibrant blue roof tiles and not affecting plant life or people =O Also, I would think shadows kill more saturation than you currently are doing.

Palette issues aside, I really love the house tiles, the stairs, and some of those ground tiles, some others feel out of place and don't mesh well, but anyway you look at it, everything has something pretty going for it

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Larwick (Level 8 Regional Boss) @ 5/14/2007 20:21
Mmmmmmmmmmmmmmmmmmmmmmmm...

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Shawn (Level 9 Federal Agent) @ 5/14/2007 19:13
The last one was a lot more lively but that doesn't change the fact that this is amazing. :D

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jalonso (Level 11 Godfather) @ 5/14/2007 19:05
The wood textures are amazing...

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HMC (Level 7 General Manager) @ 5/14/2007 19:02
Absolutely beautiful. 7'd and fav'd.

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Christopher (Level 5 Killer Klown) @ 5/14/2007 18:56
Great like the last one.

Main thing i dont like is the blue on the roofs, its kinda distracting.

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