Pixelation

Critique => Pixel Art => Topic started by: Lockwork on August 05, 2017, 01:07:10 pm

Title: Game art (my first post)
Post by: Lockwork on August 05, 2017, 01:07:10 pm
(http://orig03.deviantart.net/4552/f/2017/216/9/8/game_mochup_by_lockwork-dbiwb5m.png)
working on tile sets for a future project.
small scene i put together.
any suggestions/critique?
thanks for viewing!
Title: Re: Game art (my first post)
Post by: Krizpp on August 05, 2017, 02:05:01 pm
(http://orig03.deviantart.net/4552/f/2017/216/9/8/game_mochup_by_lockwork-dbiwb5m.png)
working on tile sets for a future project.
small scene i put together.
any suggestions/critique?
thanks for viewing!

This looks fantastic, Lockwork. I'm nowhere near as good as you, but I'll just express my first impression anyway.

Perhaps try adding variant rock tiles (on the hill), as the repetition is heavily noticeable.
I noticed everything has some form of detail, except the roof. It feels like there is this hollow, empty space.
Maybe add some kind of roof tiles or planks of wood.

Thanks,
Krizpp
Title: Re: Game art (my first post)
Post by: Lockwork on August 05, 2017, 08:49:33 pm
thank you. tiles on the roof would be nice. maybe i'll do a few just to try and break up that empty space.
thanks for the tips!
Title: Re: Game art (my first post)
Post by: Lockwork on August 15, 2017, 11:15:39 pm
(https://orig07.deviantart.net/f792/f/2017/227/5/1/castle_interior_wip_by_lockwork-dbk6m9y.png)
dungeon tile set. still a wip. thoughts?
Title: Re: Game art (my first post)
Post by: pistachio on August 16, 2017, 04:21:50 am
Welcome to Pixelation.

Right now this is relying too much on outlines only. Of course outlines can be part of the style if used well but there isn't much variation here otherwise. The slime enemy here and every tree in your first post is an example of that.
It is very rough but this edit shows how far you can go w/ well-placed blocks of flat color:

(http://imgur.com/80slzO1.png)

I made some props bigger and got rid of some straight outlines, like on the side walls.
And whats a dungeon level w/o torches? :crazy:
Also used some "detail" tiles (chipped or moved bricks and dirty floor tiles, etc) to give it a disused look, these can be implemented easily and give you more variation at less cost.

HTH.

By the way, don't upscale your images. We have CSS code here that lets you upscale and downscale images by left and right clicking respectively.
Title: Re: Game art (my first post)
Post by: Lockwork on August 17, 2017, 01:45:54 am
thanks, i appreciate you sharing your knowledge!
Title: Re: Game art (my first post)
Post by: Sersch on August 17, 2017, 08:30:44 am
Hey, these look quite good already.
The outside tileset is rather dark without any really bright colors (or is it supposed to be night?)
The dungeon looks dark as well but there it is ok.
Title: Re: Game art (my first post)
Post by: Lockwork on August 20, 2017, 11:33:10 pm
Hey, these look quite good already.
The outside tileset is rather dark without any really bright colors (or is it supposed to be night?)
The dungeon looks dark as well but there it is ok.


thanks! its supposed to be daylight. maybe your monitors to dark? it seems ok to me..
hopefully others comment on it. 
Title: Re: Game art (my first post)
Post by: Krizpp on August 21, 2017, 01:52:05 am
Hey, Lockwork. Could you give me an updated picture of the original (after my advice)? I'd love to see your progress.

Thanks,
Krizpp
Title: Re: Game art (my first post)
Post by: MysteryMeat on August 21, 2017, 05:17:57 am
I'm a bit late responding to this, but revisit the trees. Putting the dark outlines inside them like that kinda makes them look more like pinecones than trees, try to replicate some of what you've done with the grass tufts.
Title: Re: Game art (my first post)
Post by: turbo lazer 68K on August 21, 2017, 10:01:49 pm
(http://imgur.com/zA4ZvJe.png)

Okai so this is my first rushy ediiit.

Like earlier posters i agree that the reliance on thicc black outlines is too heavy, especially on the trees.

What happened in a way is that the greeny/turquoise color gradient and the black lines dividing individual 'branches' actually look very separate from each other. Instead just use outline only around the tree and try to sculpt out individual leafs/branches using only light and shadow.
The 6 colours used in the ramp is a bit much i think, 4 could be just enough (not shur tho).
The outline at the bottom of the tree is better of removed so it blends with the ground it grows from instead of isolating itself as a separate entity.

The last little thing i thought could be improved (it's more of an idea than something than a conrete crit thou) are the very sharp shadows - when i look at the color palette of the entire screen, i get an impression of a cloudy british type weather, and when it's cloudy like that, the shadows are quite dissolved, not sharp like during a cloudless afternoon (so in my little rushed edit i made a little dithering on the edges  :crazy:).

On a side note, I like the walls of the house - the turquoise colour ramp is very interesting and avoids looking entirely linear, it's a bit more... dusty   :) . The little cracks and irregularity adds a lot to the piece!

Title: Re: Game art (my first post)
Post by: Lockwork on August 22, 2017, 01:30:50 am
Hey, Lockwork. Could you give me an updated picture of the original (after my advice)? I'd love to see your progress.

Thanks,
Krizpp

(https://orig04.deviantart.net/c0bb/f/2017/233/7/2/game_mochup_2_by_lockwork-dbkvua9.png)

edits on the trees and house. added some other tiles as well. thanks for all the feedback guys!
Title: Re: Game art (my first post)
Post by: MysteryMeat on August 22, 2017, 06:58:59 am
Definitely looking better, though some objects still stick out a bit. Try going over the wall brickwork some, try to keep as much black out of the middle of sprites as possible!