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Messages - Takai Soyokaze
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31
Pixel Art / Re: [WIP] Frogzilla!
« on: October 05, 2006, 09:13:48 pm »
well, small crit but maybe make "leaf" bigger, it's too similar to "leap" so it may be mistaken. also, into that, I didn't understand the leaf was a leaf, maybe make the lights more yellow.

32
I'm sorry, I didn't get much sleep.

What I mean to say is your color choices just don't fit. The purple gray I'm *not* digging, and even if its like everyother rpg out there, I think instead you should use light yellow for the top of the color ramp of the tall grass. The random coloring of the tall grass doens't work. Just tone down the difference of the color ramps. Your sprites have awesome coloring, but the tiles are so random and all over the place in colors, it doesn't fit. Everyone else probably praises you for it, but it doesn't work, it's too, not annoying, but something similar to that, and I think it should look more traditional. Your probably going to disagree with me, but the coloring job on the tiles specifically is just, well... awkward. If I have to do an edit to explain further I will, because it could be so much better.

33
I'm digging the purple-grayish grass, I would use lighter yellow. It seems like all your tiles have strange coloring choices, and it just doesn't work.

34
Pixel Art / Re: RPG Tileset
« on: October 04, 2006, 01:56:47 am »
Something no one every seems to do here, but go look at rpg games, the greats, and work like they do.

35
Pixel Art / Re: RPG Tileset
« on: October 03, 2006, 11:21:47 pm »


This is from SOM, but anyway, this gives you an idea of the contrast needed for grass tiles. Also, are you using 5 colors a tile?

Read this: http://www.zoggles.co.uk/asp/tutorials.asp?tut=3&page=11

Heres some of the highlights from the link:
Quote from: st0ven
I noticed a lot of isometric views of grass tiles, but this is going to be for overhead/ three quarters type view. Just one thing to say about grass tiles, it is a good idea NOT to try to smudge or blur your tile once you complete it on order to blend it. The only thing that tends to accomplish is to make your tile look less detailed than it did in the first place :) Of course this is assuming that you want to make SD3 type grass tiles. OK so lets start with our tile...we are going to reduce the color depth to 4bit color depth (16 colors) and choose three shades of greens. The first one should be rather dark, with a low intensity (mixing a little "grey" to the color). Also, we are going to make our green a little on the yellowish side, so that it looks more like an olive color than anything else. This will help give you the natural looking green that suits grass tiles well in my opinion. Also , when you choose your lighter shades of green, I tend to continually add a little more yellow in each time, so that the highlights of your grassblades are not neon or flourescent yellow...heh. Alright, here is a little preview of what my 'palette' looks like thus far.

36
okay so the limit is like this friday? I'm in btw...

37
Heh, I knew it right when I heard the 3rd clue.

Umm... when is it, like right now?

38
Challenges & Activities / Re: Commercial Critique Suggestion Thread
« on: October 03, 2006, 09:38:44 pm »
For those who have never seen Chrono Trigger, it's awesome.


39


Atari?



Amiga?

40
Challenges & Activities / Re: Commercial Critique Suggestion Thread
« on: October 03, 2006, 07:36:22 pm »
Chrono Trigger on SNES

I've got tons of screens too.

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