AuthorTopic: GR#221 - Erde Mockups - Gameart  (Read 11696 times)

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GR#221 - Erde Mockups - Gameart

on: December 26, 2013, 12:52:22 pm
I thought I'd start a thread here posting mock-ups using some of my newer sprite frames and a new tile set I'm developing for my own project called 'Erde'. An RPG game with a small resolution (close to GBA size only 16:9)

I just finished the landmasses for this scenario but I need to do some small caves and a waterfall to go with it.

Edit

: I had to remove the eyeburning bright grass I had originally posted; it was getting to me.
 see latest progress below




« Last Edit: September 16, 2014, 11:31:41 am by |||| »
 

Offline milokey

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Re: rpg mock-up

Reply #1 on: December 27, 2013, 01:16:48 am

I think you should go and tweak your colors a bit.  The green for that grass is really highly saturated, and it's straining the eye to look at.
I changed your water too and chose a blue with more cyan, and then muted it down for a more rustic aged feel to it.  However you could also use a blue that's brighter for a more sunny feel to it, and still have good results.

I didn't edit the stones any, but they look really great in some places, and then in others their readability really suffers.  In the first screen shot, some of the tiles of stone by the cave don't look as if they match up properly, and the little stacks of them get hard to read when they overlap each other.  I think increasing the lightest value and putting more light on those stones will help them out a lot.

I think you could also benefit with just a couple alternate grass tiles.  It would really help break up the large area in screen shot four, if you has some alternates to play with.

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Re: rpg mock-up

Reply #2 on: December 27, 2013, 05:08:16 am
Thank you for taking the time and doing that.  I will desaturate the grass as you did in your example, I like the water's color better in yours as well.
I'll do another scan over the rocks on the big file to see if any weird tile over lapping/ misaligning occurs elsewhere as well.

As for the grass.. I'll make some variation; thanks for suggesting that. I could attempt some dirty areas and some floral areas as well.

[(update)Thanks to Adarias for sharing thoughts on making grass tiles]

New WIP:




« Last Edit: December 29, 2013, 05:47:37 am by |||| »
 

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Re: rpg mock-up [grass tile updates]

Reply #3 on: December 29, 2013, 01:19:24 pm
A preview of the latest mock up & the new grass applied:



 :y::n:?

 :-\



Looks kinda like a moose.

« Last Edit: January 04, 2014, 11:57:16 pm by |||| »
 

Offline Stava

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Re: rpg mock-up [grass tile updates]

Reply #4 on: January 05, 2014, 01:15:11 am
I made a edit on the grass,
I think the transition on your grass was too sudden, 2 completely different types of grass clashing together, kind of not fitting together really.


I left some blank green spots by accident.. :- )

Keep up the good work  ;D

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Re: rpg mock-up [grass tile updates]

Reply #5 on: January 05, 2014, 02:40:24 am
Thanks for posting Stava :angel:. Well I think it gives it more depth; which I really like!
What do the experts think?

__________________________________________________________________________________________________________________________________

Working on watery caverns to connect the platforms:


Pretty close to finishing but I'd like to work on a portrait before I do. I figured I would post meanwhile; for the sake of possibly improving  it or making this the best it can be while keeping this project feasible (workload-wise).

« Last Edit: January 08, 2014, 01:40:42 am by |||| »
 

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Re: Erde mock-ups [Watery Cavern]

Reply #6 on: January 08, 2014, 10:59:58 pm
Here's the menu screen portrait (WIP).. the hair's driving me crazy; it's supposed to be wavy curls and that's a challenge for me, perhaps because getting a lot of detail into it is hard at this small size. It seems a bit too pillowy too; THAT could be part of what's driving me crazy; I want it fluffy looking yet not pillowy somehow:



Help a brotha out.



 

Offline milokey

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Re: Erde mock-ups [watery cavern & a character portrait]

Reply #7 on: January 09, 2014, 08:41:33 pm


Oh goodness, now that I've looked at it again, I may have read what you were trying to do all wrong.  I was seeing long wavy hair in a bun, but maybe you were going for a tight head of curls.

In any case, you just might be overemphasizing each curl.  They're too defined and orderly.  None of your curls seem to overlap or layer either. See if you can find some reference of the kind of hair your making and leave some of it less defined.  Might look more like hair and less like curly brains then?

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Re: Erde mock-ups [watery cavern & a character portrait]

Reply #8 on: January 09, 2014, 10:18:25 pm
This is turning interesting.  ;)

Are you limited by tiles, by chance?

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Re: Erde mock-ups [watery cavern & a character portrait]

Reply #9 on: January 09, 2014, 11:41:36 pm
Here's some edits. You know what my specialty is.




I based the likeness off of the Erde artwork I had helped you with, in the Dropbox of long ago. What do you think?
« Last Edit: January 10, 2014, 01:48:44 am by Vagrant »