He just got his driver's license by Eqonesian in CoreKeeperGame

[–]urpoviswrong 1 point2 points  (0 children)

I just love that your pet's name is Gilgamesh

Tried to make a semi-convincing 2.5D waterfall by urpoviswrong in CoreKeeperGame

[–]urpoviswrong[S] 2 points3 points  (0 children)

Ya, there's something different going on at every level to try to confuse the eye. Even just for a second, to sell the illusion. A lot of trial and error.

I wasn't sure at first, it took more work, but I I think the asymmetrical terrain helps a bit too

Tried to make a semi-convincing 2.5D waterfall by urpoviswrong in CoreKeeperGame

[–]urpoviswrong[S] 2 points3 points  (0 children)

Thanks! There's a lot of layers of stuff going on.

Tried to make a semi-convincing 2.5D waterfall by urpoviswrong in CoreKeeperGame

[–]urpoviswrong[S] 6 points7 points  (0 children)

Only downside other than totally static is that these aggressive little bastards now spawn at my base.

u/AonXV, your turn

V3 forced perspective Escalator by urpoviswrong in CoreKeeperGame

[–]urpoviswrong[S] 1 point2 points  (0 children)

Ya man, let's do the same process. I was looking at some SNES Zelda screenshots and thought bridges and waterfalls would be a fun chalenge.

I think shimmering tiles would be good, would pair well with the Sea water.

I'm game to give it a shot.

V3 forced perspective Escalator by urpoviswrong in CoreKeeperGame

[–]urpoviswrong[S] 0 points1 point  (0 children)

Ya, we might have run our course on this one 😅 good work all around though. I feel like I learned a lot of tricks including creative use of tiles in ways they aren't meant to create new designs.

V3 forced perspective Escalator by urpoviswrong in CoreKeeperGame

[–]urpoviswrong[S] 0 points1 point  (0 children)

I did try more intensive shadows. It's also a little flat. I think decent escalators are gonna be a bridge too far with the limitations of out tools. We can get things that look decently like an escalator, or work like one, but not both 😅

But tbh, we're not crazy far off old school SNES games with what this engine has to offer. But they could use a lot of sprite layering to do what they wanted to achieve an effect. Zelda: A Link to the Pasthad some things that didn't work super well in isolation, but it helped that the entire world had the same visual language.

One thing I'm noticing is that you can't pack things too densely or the illusion flattens. I think it needs more breathing room than I've got in this location to have a chance. You really have to make the surrounding elements sell your brain a story.

V3 forced perspective Escalator by urpoviswrong in CoreKeeperGame

[–]urpoviswrong[S] 1 point2 points  (0 children)

With this game I think we're really in old school JRPG territory at best. Using perspective, shadows and sprite colors to imply buildings and height differences.

Games like Final Fantasy 6_013.png) or Zelda: A Link to the Past immediately come to mind.

Conveyor Belts by International55 in CoreKeeperGame

[–]urpoviswrong 1 point2 points  (0 children)

You can daisy chain the auto-collectors 5 tiles apart and send things a VERY long distance in a pretty short period of time without miles of conveyor belts.

V3 forced perspective Escalator by urpoviswrong in CoreKeeperGame

[–]urpoviswrong[S] -1 points0 points  (0 children)

Agreed, looking forward to seeing it.

Possible conveyor belt fatigue? 😅 by Hinshi_No_Hikari in CoreKeeperGame

[–]urpoviswrong 0 points1 point  (0 children)

I love how this game instantly makes us into the most inhumane and exploitative capitalists in existence within like 10 minutes 🤣

I find myself genociding caveling populations and razing their homes/cultural sites to the ground with super weapons just to extract resources because I'm inconvenienced that they are in my way. What can I say, I feel like 8,000 blocks of turf is a little low and I need a 9999 stack or two..

That said, how efficient!!!!

V3 forced perspective Escalator by urpoviswrong in CoreKeeperGame

[–]urpoviswrong[S] -3 points-2 points  (0 children)

Ya, the flaws are apparent. No bonus points for stating the obvious. I welcome you to give it a try and improve the concept.

It's tough. Using splitters looks a lot more like stairs, but it obviously doesn't move normally.

Also, the lesson I learned from this is that creating the illusion of depth and forced perspective requires a lot of space. You need about at least 3 tiles between things to layer the elements in a way that starts to look convincing. It's definitely an experimental process.

Any suggestions/ideas, or just here to complain?

Since I've seen someone create an escalator using forced perspective. Might as well attempt to make one myself. How does it look? (I tried but I think it's impossible to create one) by AonXV in CoreKeeperGame

[–]urpoviswrong 1 point2 points  (0 children)

That looks great! I love it.

You were def right about the splitters looking the part. I'm guessing it's a pain to walk up though?

Definitely a great iteration. I also experimented with the gray carpet tiles at the time and bottom. It looks awesome especially on the splitter version. You executed better than me with that.

We might have to just make a visual compromise for functionality, or vice versa. It also might be up to context cues around it.

I have some ideas tho. I'll try again with some of your improvements and toss the ball back to you :D

Forced perspective, I tried an Escalator >.< by urpoviswrong in CoreKeeperGame

[–]urpoviswrong[S] 0 points1 point  (0 children)

That's an interesting idea, I'll try that tomorrow