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Messages - Perihelion
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11
Pixel Art Feature Chest / Re: Making some RPG tiles.
« on: April 04, 2011, 11:52:50 pm »
You're right, it was definitely way too fast.


Is this better?

12
Pixel Art Feature Chest / Re: Making some RPG tiles.
« on: April 04, 2011, 11:15:29 pm »
@Mathias: I tried messing with it, but it didn't look right to me with the highlights moved. I think you're gonna have to show me if it's a big concern.

@Corinthian Baby: Yeah, I love that piece by Adarias. And great idea about the floor panels!



Okay, I made some changes. How's this? I feel like I need more animated light around the tank now. I'm thinking about making the pipes look like they're full of glowing liquid with bubbles moving through or something, but the lighting might be annoying to make tile correctly, so maybe not.


13
Pixel Art Feature Chest / Re: Making some RPG tiles.
« on: April 04, 2011, 07:24:55 am »
Thanks for the feedback, but I prefer it with more contrast.

Also, update!



Might redo the doorway pipes. They need a shadow anyway. And the figure in the tank is much smaller than the sprite. And I forgot lighting around the tank. Hmmm.

14
Pixel Art Feature Chest / Re: Making some RPG tiles.
« on: April 03, 2011, 08:47:49 pm »
Oh wow, Helm, you're totally right! My stuff always has way too little contrast on the first pass for some reason. Is this better? I changed the floor tile too.



The sprite's eyes are supposed to be red glasses, btw. Also, this is designed for viewing at 200%.

15
Pixel Art Feature Chest / Re: Making some RPG tiles.
« on: April 02, 2011, 10:16:48 pm »
@Decroded: I know; that was actually a screenshot. I was testing it out to see how easy it was to map with. I resized it this time.

@Corinthian Baby: I see what you mean. I've made some palette adjustments and did a ton of cleanup. Hope it looks better now! I like the idea of the shadow, but I may want to use this wall tile with other floor tiles. I'll make some shadow variations when I'm done with everything else.

@Dusty: Wow, your lighting looks SO much better than what I did. Thanks; that was a big help! I like what you did with subsequent blocks being lit too, but I think it might be too annoying to tile with. I'll look into it when I've got everything else straightened out.

@Jad: Is this better?


Uh, I think that gray fading light color might be too purple. I'll keep messing with it. I think the floor palette is also not still right, so I'll mess with that more too. Also, as a note, if the character's skin looks too whitish, she's an albino.

Thanks for the feedback, everyone!

16
Pixel Art Feature Chest / Re: Making some RPG tiles.
« on: April 02, 2011, 06:22:18 am »
Unfortunately, square tiles are a limitation of the engine. I see what you mean, though. I may experiment with half tiles, but it's not something I'm too concerned about. I appreciate the feedback, though!


In the meantime, I did a few more tiles.

17
Pixel Art Feature Chest / Re: Making some RPG tiles.
« on: April 01, 2011, 09:07:27 pm »


Added some sprites and lightened the floor and cleaned up the walls a bit (are they better now?). I usually develop tiles with sprites next to them for comparison, but I didn't this time because I guess I got sidetracked fixing up my old tiles and hadn't gotten around to doing a palette swap on the sprites yet. Since this area has such extreme lighting, I'm using a different palette for the sprites. Yeah, the floor lights might be too bright for floor tiles. Maybe smaller lights? I don't really need two rows of them.

This place is a high-tech compound with lots of esoteric stuff around. There are people in tanks and lots of complex systems supporting them, ergo the pipes everywhere. And also lots of really sophisticated computer hardware.

18
Pixel Art Feature Chest / GR#048 - Cyberpunkish RPG Tiles
« on: April 01, 2011, 01:22:24 pm »

I'd really love some crit on these. Still making more tiles, but if there are any problems so far or any room for improvement, I'd like to hear it. Interior tilesets are not my strength, so I'm really trying to push myself here.

19
Pixel Art / Re: [WIP] Sophia III
« on: April 01, 2011, 12:35:42 pm »
Two main things jump out at me. First, lose the internal outlines; it'll look much more like one piece. Second, don't have the highlights at the very top of the object. That makes it look flat. Try putting it lower down.

20
Pixel Art / Re: Cavestory inspired tiles
« on: March 30, 2011, 08:15:25 pm »
Nice start! A couple things jump out at me. The background just being a resized and palette-swapped version of the foreground makes the whole thing look monotonous. Try a different texture for the background, such as the square blocks. Also, your rock tile looks good on its own, but when you actually use it in an environment, it looks weird because the lighting is flat. Try shadowing the undersides of big rock clusters so it actually looks like a chunk of rock. I also think you could integrate the squares in better with the rocks, like have the edges of the rock go into the square tiles more.

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