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Pixel Art / Re: [WIP] Pesky Ground Tiles
« on: April 28, 2009, 11:00:43 pm »
Thanks for the additional feedback It might be a little bit before I can work on this again (or show stuff :I), but I'll pop back in when the time comes!
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Heya Xerus!
I made an edit to your image.
I made changes to your palette so that there's more contrast and color saturation, and added a fourth shade to your rocks. Your colors were pretty good, they just needed a bit more nitpicking to make the foreground areas to stand out more as in front.
Also I redid the block pattern for fun. I'm not fully impressed with the patterns I made, but it's the best I could come up with on short notice. Point being, your blocks need a little more character
I hadn't really edited your dude at all, he looks pretty good for the most part.
<3 this. Keep up the good work!
Xerus, do you 'need' to have rocks? Why not just go with dirt, it would likely more commonly be found directly underneath grass anyway, and you could probably accomplish a smoother, cleaner, and flatter look with the dirt, because the grass on the side looks like it is pushing on the screen, like a clean cut cross section.
I don't think the rocks are cutting it, although you might want to experiment with tile variation if you're not fond of the repeating patterns, if you haven't already.
Charming mockup. Not diggin the overall jittery noisiness of grass, trees, sky. Hopefully just a WIP issue.
Add contrast to the different depth layers.
My suggestion would be to make the foreground darker and the background lighter.
Keep the "middleground" with the character and the top of the "grass" and the two trees the color you've got now.
from "Evil-ville"
from "Jim"
The thing with the square tile-sized bricks in the middle of the dirt is that it makes your game look like cave story and/or the underside. Seriously. Also, I don't think it fits your style! Go crazy with pillars and greek-y stuff in the upper levels of the piece instead, that was much more pleasant to the eye IMO. Don't bother with the under-earth, the player isn't going to interact with anything there so there's no acute need for visual information there.