Do you think I could just leave this part blank and it'd be okay? We're just going to replace the whole thing with a header image anyway, right?
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Hi robots. Me and mah frendz are trying to decode the confusing **** rules:
Levels will be judged on:
Composition and placement of items, balance of positive and negative space.
What could it mean? ;O Could it mean this game has something to do with math?
But one of us theorized that
" It should have equal placements of blocks."
Another elaborated, "So it should have crappy mrshoe blocks in addition to kool retro onez?"
Furthermore, one added, "And thats how they came up with "positive and negative space"?"
So, we concluded; "So positive is OLD ones.. and negative is MRSHOE ones! a"
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What is your theory? We may not know for a while.
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Lol.
By using the ancient Greek methods of ILoveBaconous Theorum and Baconometry I think I have a solution.
Positive space is the art. Negative space is the empty space. Hope this makes sense, it's alot harder to describe than I thought. :S
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From my interpretation of it:
Blocks/Decorations = Positive space
Backgrounds = Negative space
Composition is how well blocks and backgrounds flow into each other.
and I'm sure you can choose what blocks you put in, retro or new.
Did this help?
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Composition and placement of items, balance of positive and negative space.
In laymans terms:
Composition is the arrangement of the different elements of your piece. You should consider color, size, amount, and perspective. One thing to consider is that an even number of object doesn't generally look good together. Like if you drew four trees in a row, and they looked all the same, it would be pretty bland and displeasing to the eye.
Positive Space is space which contains an object, or in this case a block.
Negative Space is the space which contains no objects, or the space that is generally referred to as the background. Not necessarily all background blocks are considered negative space though, only because blocks can be also used as positive space.
So one should consider the type of map, and how the players are interacting with it. If you look at some of the older title screens you will see there is a mixture of simple and complex elements. There are usually lots of places for players to sit. There are lots of small and simple details to look at. Not all areas are necessarily 'accessible', but they don't have to be in a preview. The colors match the overall theme, or when there is a transition it's clear and smooth.
I also think it's important to use a variety of blocks, because it shows that EE is a multifaceted game with a complex system of building levels with simple tools that anyone can use.
Avatar by RainDiance
I am obsessed with Steven Universe
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look up art theory
???
profit
ok let's look at this:
http://upload.wikimedia.org/wikipedia/c … C3%A1m.jpg
see adam and god and the other nubs? that's positive space, it's wear the eye is drawn.
negative space is the white background that you tend to skim over.
think of levels that involve such a mix of backgrounds and blocks that it's almost impossible to tell which is which. this is because it has no negative space.
proc's discorb stylish themes for forums/the game
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danke bluecloud thank u raphe [this section of my sig is dedicated to everything i've loved that's ever died]
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Who knew that EE had such serious and sophisticated art theory? :rollseyes:
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Who knew that EE had such serious and sophisticated art theory? :rollseyes:
It doesn't. Most people can make art without ever even thinking about the technicalities of it. I know the basics because I took college art, but you don't need to take a class to be good at drawing. Just live and let art ^_^'
Avatar by RainDiance
I am obsessed with Steven Universe
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yes but... the question is, will knowing art theory help you win?
/evil cackling because ratios and mathmatics and art
proc's discorb stylish themes for forums/the game
꧁꧂L O V E & C O R N꧁꧂ ᘛ⁐̤ᕐᐷ
danke bluecloud thank u raphe [this section of my sig is dedicated to everything i've loved that's ever died]
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