Envision, Create, Share

Welcome to HBGames, a leading amateur game development forum and Discord server. All are welcome, and amongst our ranks you will find experts in their field from all aspects of video game design and development.

Berserker's HKCP Contest Workshop

I think that since the railing is supposed to be a little more distant from the observer than the door frame, it could end one pixel higher. And the shadows at the very bottom should be oriented toward the right, not centered as they are now.
Finally, in the bottom-right angle there's a shadow on the ground where there shouldn't be one. It is like /\ when it sould be
_
/

I hope you can see what i'm talking about.
The all thing is very nice.
 
If you're talking about my edit, Charlie, I figure if the light source is top left, the only light that'll be entering the base of the portcullis will be reflected light from other surfaces, and will probably not be coming purely from the bottom left.

But you did totally knock the nail on the head of the other thing bothering me that I couldn't place - the gate is set back, like you said, and therefore the teeth won't impact that on the same plane as the bottom outline of the brick.

In fact, don't portcullis teeth often fit into grooves at the bottom? Be they man-made or made through the weight of the gate itself over time. You could set the base of the gate back a couple pixels and have the points buried.
 
Scribblette":1n6k5mdi said:
If you're talking about my edit, Charlie, I figure if the light source is top left, the only light that'll be entering the base of the portcullis will be reflected light from other surfaces, and will probably not be coming purely from the bottom left.

From the shadows we see I think that the light source is top-left, but a little closer to the observer than the plane on which objects are. However, if we suppose that the light entering at the base comes from reflections, it should come from many different angles.

http://img170.imageshack.us/img170/5143 ... ditfq4.png[/imgzoom]

If we considered the angles i highlighted in blue, then the shadows i marked with a circle would cease to exist.

But you did totally knock the nail on the head of the other thing bothering me that I couldn't place - the gate is set back, like you said, and therefore the teeth won't impact that on the same plane as the bottom outline of the brick.

In fact, don't portcullis teeth often fit into grooves at the bottom? Be they man-made or made through the weight of the gate itself over time. You could set the base of the gate back a couple pixels and have the points buried.

Now that you say it, grooves would be a nice addition, maybe this is why the bottom part looks weird to me.

P.S. what does "knock the nail on the head" mean? Excuse me, Italy here :)
 
don't portcullis teeth often fit into grooves at the bottom?
No, very rarely they "dig in"

eg-http://images4.wikia.nocookie.net/uncyclopedia/images/thumb/b/b9/Stirling_Castle_portcullis_dsc06571.jpg/250px-Stirling_Castle_portcullis_dsc06571.jpg[/imgzoom]

The reason I had Darker colour at bottom was because of the lack of light, and my shadow was there so it can be slightly transparent to allow for the ground tile to peek through.

I'm gonna change the shadow colour to a more bluey one, as Vene said.

Also I'll raise gate up few pixels for the depth effect and angle the light(on the bottom) towards the right since the light is coming from slight left.

Sorry if it dont make sence but im tired right now.

BTW
Charlie Lee, hitting the nail on the head means you got it right. Or along those lines.

I'll fix te bugs up asap so I can finally upload and start more on walls.
 
Oh, right. Your shadow is actually at the fore, where the ground tile would sneak through, and the shadow behind is the darker one where tile would probably not be visible. Here I just thought the shadow was at the back full stop. XD

Have you considered dividing the portcullis into beams and crosses as per the photo you linked?

Rivets, I presume, knowing nothing about gates, hold the bars together. As is, looks more like a solid slab of metal with holes punched in it, and the rivets serve no apparent purpose. Throw in those vertical lines, though, and maybe...?

Charlie, I realized what you meant about angles in the shower, and for some strange reason thought I'd already come back here to fix my post and respond - reflected light from the top left, off a smooth surface, will take the same angle on bouncing to enter from the bottom left, like you said. Reflected off a rough surface it might diffuse and with other secondary sources it 'might' make for a central upward push as I did it, but that's not the case here, as you pointed out.
 
Yes that seems right Scrib. I'll have to make the horizontal bars either behind the vertical one(so its not one slab) or I'll remove the rivets all together. Depends.

unless I find a reference photo that proves otherwise.
 
I'm seeing some very nice critiquing in here, but I also want to give a quick little reminder:

while hkcp tilesets are more realistic than rtp or whatever, they're not meant to be realism. You don't want to overthink your pieces. You can submit the one you have already, it's a perfectly viable door. Then if you feel like it, you can submit a revision to it later.

You don't have to strive for realistic detail. If someone can see that, register that it's a blocked doorway, and it looks nice, and it looks congruent ... Well that's the most important thing.

We're NOT going to expect people to heavily research every tiny piece they do because nothing would get done :)

Still good advice!!!!!!!!!!!! Don't get me wrong!!!!! I'm just saying that you can take it easy if you'd like :)
 

Thank you for viewing

HBGames is a leading amateur video game development forum and Discord server open to all ability levels. Feel free to have a nosey around!

Discord

Join our growing and active Discord server to discuss all aspects of game making in a relaxed environment. Join Us

Content

  • Our Games
  • Games in Development
  • Emoji by Twemoji.
    Top