(http://www.locustleaves.com/ass.png)
I PRESENT: ASS CLIMBER! HE WAS BORN TO CLIMB... ASS
(http://www.locustleaves.com/ass2.png)
ASS CLIMBER TAKE 2, 8x8
Too much ass for one day. Maybe I'll make proper tiles for this soon. I hate tiling, and it's too much work.
(http://www.locustleaves.com/ass2.png)
one question though... that's not top down is it? ???Look at the examples. That's called top-down. If you wanna be REALLY picky about perspective and want something strictly straight-above, go play GTA instead.
NG: Your tiles are all 15x15.That's impossible... :| I just checked. They are all 16x16...
Panda: This would benefit so much if the colors were less saturated and more vibrant.Woah, contradiction...
What I was really trying to say is that the color is 'dull' to me. If you look at Dragon Warrior Monsters, it is pretty bright, but it still has that gameboy feel to it. I wasn't trying to look COMPLETELY contradictory, I'm just saying it could be 'spiced' up a little.Yeah, of course, things have to be bright on an unlit mini-sized screen. I said "contradiction" because saturation is exactly what Panda's picture lacks. "Less saturated and more vibrant" is a contradiction that way;. It's a very desaturated picture. Still, that's what I like, gives it that playing-old-game-in-badly-lit-room feeling.
To be completely clear: Saturation is the strength of a color. The less saturated, the closer it gets to grey. The more saturated, the closer it gets to burning your eyes.
The deed is done, 4 bit.(http://img135.imageshack.us/img135/8735/fantastyretrorpgchallenge8bp.png)Edit:just read the rule and didnt just quick post then log, err it has tiles...meh, ill start something later that fallows the rules...
To be completely clear: Saturation is the strength of a color. The less saturated, the closer it gets to grey. The more saturated, the closer it gets to burning your eyes.
Panda: It reminds me very much of an old CPC game called Fairlight. Your pic and Fairlight share a certain atmosphere.. and maybe even drawing style.
No one told me either, I never read the topic until after I was halfway done and i wasnt going to restart... so...
Ok, see, I had it backwards. Thanks for explaining that.
And no one told me we could do isometric!
darion, can you see it now? ???
dogmeat, The update looks better. Looks like some sort of fighting arena with a pit on the outside. Should be interesting to see some sprites and stuff on it.
Negative Gravity, the first thing which stand out to me is the colors. Everything just uses one color for each thing, for example, your grass is a very green-ish color, one type of bricks are simply brown-ish, and the other type of brick is simply red-ish, and your dirt is simply brown-ish. I dunno, it may be due to the limited colors you can use which is causeing you trouble, but I suggest trying to mess around with colors and lack of color and experiment with changeing the hues slightly of parallel colors. check next critique to get a clue..
Faceless: My main complaint, if I may offer it, is that it's WAAAY TOO BRIGHT. :P Even on my monitor, which is far too dark, it still burns my eyes. Not necessarily saturation, just... it's all really... bright! Aside from that, it looks good, though it's hard to critique because of it. The only other thing I can really point out is the shoreline-- looks to be just straight and diagonal lines. Might look better if it looked more natural.
(http://user.7host.com/sawtooth/images/pixelart/gbcmockup.png)
Right now I'm working on a small character to fight this mofo.
Looks good pixel32, although it doesnt seem very tiled. For example, the water looks as if it consists of a unique tile for every space, and the trees are positioned in varying closeness to each other that I'm not sure how the tiles are organized if at all..
I'd just suggest organizeing the tiles more, and makeing optimum use of every tile, reuseing tiles whenever you can.