Pixelation

Critique => Pixel Art => Topic started by: Carl Winslow on October 14, 2011, 11:45:48 pm

Title: RPG tiles
Post by: Carl Winslow on October 14, 2011, 11:45:48 pm
I am currently working on a tileset for an RPG-esque thing that doesn't really have a name or anything yet.
(http://i.imgur.com/Ao2k5.gif)
(http://i.imgur.com/OTNZb.png)

these are all pretty basic, so I feel they could be alot better. any thoughts?
Title: Re: RPG tiles
Post by: Candy Man Criminal on October 15, 2011, 12:02:32 am
i feel like the grass could use some saturation
Title: Re: RPG tiles
Post by: Mathias on October 15, 2011, 01:24:41 am
I highly recommend drastically decreasing your overall noisiness - a full mockup of those tiles is going to be visually strenuous.
Title: Re: RPG tiles
Post by: AlexHW on October 15, 2011, 01:57:34 am
I highly recommend drastically decreasing your overall noisiness - a full mockup of those tiles is going to be visually strenuous.

to expand on this.. You don't have to necessarily decrease the noisiness of your tiles, you can simply add more variety by creating more tiles that have variable amounts of noisiness.
Title: Re: RPG tiles
Post by: Carl Winslow on October 15, 2011, 04:46:40 pm
thank you for the critique! I'll get on fixing these issues once I get some time away from my job.
Also thanks for confirming my suspicion that the base tiles are too busy. I was eventually gonna have several different tiles, but seeing as the single tiles are super busy, I'll try and revise them so they don't cause such issues, then get to adding other tiles after fixing that.
Title: Re: RPG tiles
Post by: Carl Winslow on October 18, 2011, 04:05:49 pm
I haven't had any real time to work on this again of late, but at the very least I did try something I figured might work.
(http://i.imgur.com/YraVY.gif)
entirely removing the brightest shade of the grass seemed to work well for it's contrast. I also gave it some saturation. that's about all I've been able to do though. is this change helpful, or does it make things worse?
Title: Re: RPG tiles
Post by: Mathias on October 19, 2011, 04:08:11 am
Yes, ok. That does help. Though when I think of game tile design with minimal noise/detail, I seem to go back to ZLTTP:

(http://i.imgur.com/vCGOT.gif)

Obviously, Zelda: A Link to the Past demonstrates a different art direction, but you at least see it's supreme simplicity allowing us as viewers to focus only on important things - something highly valuable in game design.
I still remember beating ZLTTP in only 6 days, as soon as it came out . . .
Of course, you have yet to show a complete mockup with sprites and everything so we can't judge the overall functionality of your tile designs. I'm just highlighting something fundamental I think very important to consider at the outset of a game design project.
Title: Re: RPG tiles
Post by: imnumberfour on October 20, 2011, 07:20:13 pm
I would love for you to make a minecraft texture pack, I think this work is gorgeous as is.
Title: Re: RPG tiles
Post by: jams0988 on October 21, 2011, 05:13:09 am
I like the way you animated the water. It's very simple, but it works well. =D
What resolution is the full screen gonna be? It'd be easier to give critiques if we had a little scene to look at.