Pixelation

Critique => Pixel Art => Topic started by: Gil on August 16, 2009, 05:37:32 pm

Title: Tile set - Cliffs, grass
Post by: Gil on August 16, 2009, 05:37:32 pm
Two hours of having fun. Tile set is still a bit bare without vegetation, etc, but I like it so far.

(http://www.game-designer.org/art/dragon/MOCKUP_Cliffs.png)

Tilesets:

(http://www.game-designer.org/art/dragon/TILES_Grass.png)
(http://www.game-designer.org/art/dragon/TILES_Cliffs.png)
Title: Re: Tile set - Cliffs, grass
Post by: Dusty on August 16, 2009, 08:22:29 pm
Hmm... I swore I posted before, but I really think that the cliffs are overall flat, at least in the shadows. They seem to lack the depth that such a rocky cliff-face would have.
Title: Re: Tile set - Cliffs, grass
Post by: Dyble on August 16, 2009, 08:36:56 pm
Great tile set I really like your style, But the character looks so out of place to me,  Shadow are normally not Sharp and there kinda smooth looking, I know Im being really picky but thats all I could see that could be changed  :y:
Title: Re: Tile set - Cliffs, grass
Post by: Bissle on August 16, 2009, 09:03:59 pm
The tiles themselves look great to me, but they don't blend very well together in the screenie. I see you used transparency for the area where the grass and rock meet, I think the transition should be smoother, like little random blades of grass on the edges. Same applies to the base of the cliff.
Title: Re: Tile set - Cliffs, grass
Post by: infinitegames on August 16, 2009, 09:04:15 pm
It took me awhile to figure out, but I realized why your cave looks like it's floating above the grass. It's because there are no blades of grass covering the low parts of the stones. Also, the top grass should look different from the bottom grass. I'm not sure how, but right now it looks like there's a hole in the top and you're looking through onto the grass below or something like that. The character looks out of place also. I like the rocks a lot, although you might want to make the shadows more defined and use a little blue in the hue to make it more realistic.
Title: Re: Tile set - Cliffs, grass
Post by: Kren on August 16, 2009, 11:28:07 pm
I really like the rocks, but In my opinion the colours are too grey unless you want that.. you should also define more the shadow, probably something like this?:

(http://img.photobucket.com/albums/v238/Krensprite/edit-5.png)
Title: Re: Tile set - Cliffs, grass
Post by: Gil on August 17, 2009, 12:43:05 am
Thanks for all the replies! I'm thinking about how to fix some of the issues, mainly the rocks sitting on top of the grass. These rocks needs to function equally well in grassy environments as dirt environments, so I can't just fix it. I'll look into a solution.

Here's the new version. I didn't like the scale at all, so I'm redoing it completely, based on the old. I went for more contrast, a different stone (fits the grass better) etc. I didn't update the grass and shadows yet and the rocks are WIP. The mockup does not do the tiles justice.

(http://www.game-designer.org/fto/graphics/Cliffs1.png)
Title: Re: Tile set - Cliffs, grass
Post by: Phones on August 17, 2009, 01:22:45 am
The thing that stands out the worst to me is still that the rocks just seem to be placed there, like the fell right out of the sky or something. Adding a shadow and some grass around the edges would GREATLY help.
But the tiles themselves do look quite nice! :)
Title: Re: Tile set - Cliffs, grass
Post by: Dyble on August 17, 2009, 01:25:06 am
Looks great so far, maybe add some smaler rocks in the grass near the cliffs to make it seem like some of the rocks fell off abit.
Title: Re: Tile set - Cliffs, grass
Post by: D~Dawg on August 17, 2009, 01:25:45 am
You should definetly change the color of the grass on the cliff to a different color on the ground. Or the other way around. Maybe you should just but dirt on the cliff.

PS: I hope I get as good as you one day.
Title: Re: Tile set - Cliffs, grass
Post by: Gil on August 17, 2009, 02:03:47 am
Okay, I'm going to call this finished for now, until I figure out a way to tie the cliffs into the background. The cliffs themselves are ready though. I might add some more cliff tiles once I start playing with them and notice I'm missing some.

Final version for now (I'll update it if someone raises valid points of course)

(http://www.game-designer.org/fto/graphics/Cliffs2.png)
Title: Re: Tile set - Cliffs, grass
Post by: Dyble on August 17, 2009, 02:08:27 am
I really think it would be a good idea to make dirt ontop of the cliffs or atleast like a diffrent type of grass(example:dead grassédirt)
because it looks odd having the exact same on top of the cliff as below the cliff.

 :crazy:
Title: Re: Tile set - Cliffs, grass
Post by: Gil on August 17, 2009, 03:28:23 am
The mockup is just a test of the cliffs. I'm not going to design a whole bunch of dirt tiles and transitions and stuff just for a quick mockup. It's all about the cliffs here.
Title: Re: Tile set - Cliffs, grass
Post by: big brother on August 17, 2009, 02:59:39 pm
I would make the higher grass lighter than the ground level stuff. It'll help give the tileset depth.
Title: Re: Tile set - Cliffs, grass
Post by: xhunterko on August 17, 2009, 05:12:06 pm
I would go with big brother on that one as well. Also, at least, I seem to see a small problem with your terrain structure there. I'm going to compare the left and right sides of the image. The difference I see, is that the first set looks more natural then the second. That's because the top of the cliff face conforms to the bottom structure. The second set doesn't, which makes it look wierd, unsteady, and off balance. As if if the character would step over on to it and it'd crumble over backward. While having the pixels look good, having them look natural is just as important as well. I also kinda see the influence there. Personally, I hate when everyone tries to copy some other pixel art design. One more note on your back borders. Some games do with even thinner ones! The reason being, is that when your over a river or another cliff face, it gives it an even slightly better cliff perspective. Right now your saying, 'stop here cuase I want you to'. Thinner borders would say 'omg I almost fell off that!'

(One more thing, how the hell did you get the grass to behave?! While I can see some form of tiling up close, it just merges away otherwise. Excellent job!)
Title: Re: Tile set - Cliffs, grass
Post by: Elk on August 17, 2009, 06:28:59 pm
Pretty good cliffs but too SD influenced imo!
Keep up the good work
Title: Re: Tile set - Cliffs, grass
Post by: ndchristie on August 17, 2009, 06:37:57 pm
I think the borders, particularly along the top, are far too regular, making it look constructed.  Also the division is not very strong, a shadow or any clear difference between the grass on the top of the border and the grass below would do well by you.
Title: Re: Tile set - Cliffs, grass
Post by: Dr D on August 17, 2009, 06:39:32 pm
Really? They look a lot more like CT, to me.

The only thing that really sticks out to me is that some of the tiling, or the mapping makes the tiles that repeat easily visible.

It does look pretty linear, I think some work could be done on the cliff edges and transition into grass. It just looks boring now.
Title: Re: Tile set - Cliffs, grass
Post by: Gil on August 17, 2009, 06:59:47 pm
These cliffs need to be looked at as a standalone element from the grass everybody. I can't make the top grass lighter, I can't blend strands of grass into the cliffs, as these cliffs can equally well appear in a desert, near water or on a mountain. If I have to make separate tiles for each environment to blend them in, I will go crazy. The grass is just an example.

I can fake it with shadows, which I would do if this were an actual mockup for a level, which this is not. You can look at the original brown cliffs to see what those shadows might look like. Also imagine them not in a sea of green, but on the edges of the screen, surrounded by vegetation, dirt, all kinds of grasses, flowers, roads, rivers, etc.

Pretty good cliffs but too SD influenced imo!
They're far removed from SD imo. I've never even looked at an SD game, apart from the screenshots provided in tsugumo's tutorial (is that still online somewhere?). It's mostly trying to get the look and feel of Chrono Trigger actually, but my tiling skills are miles away from what those artists achieved in CT. I'm talking more about reusability and versatility of the tiles versus the actual texture and likeness, which I think I managed to come close to.

I think the borders, particularly along the top, are far too regular, making it look constructed.  Also the division is not very strong, a shadow or any clear difference between the grass on the top of the border and the grass below would do well by you.
Thanks for that comment, I will look into it. As said above, shadows would be added on the grass if this were an actual level.