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Messages - Traslogan
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Pixel Art / Re: [Feedback][CC] Retro 90s RPG Mockup
« on: August 25, 2019, 09:10:34 pm »
I believe this marks the finished version of the mockup then. Thanks for the feedback folks!

Pixel Art / Re: [Feedback][CC] Retro 90s RPG Mockup
« on: August 19, 2019, 12:04:13 pm »
The shadow was just an experiment but good to get feedback on it. Wanted to see if I could add shading in some form, but of course it's an awkward style for such a thing. I think in a game-engine it would be a hassle since shadows would likely have to be added manually so they don't apply indoors and whatnot even on a tilemap system like Unity has.

In terms of the lighting perspective, yeah I wasn't sure how to convey the lighting without it being meaningless, so I did squander the angle a bit. If you look at the original inspiration, Ultima VI, it is a very weird style, though for light and dark they simply opted for a fog-of-war system that was extremely aggressive (And lighting then made some limited appearance in VII I think, but that is a far more complicated take on the same style).

TLDR: Yeah if the lighting doesn't make sense, shame but I'll probably just remove it if it would have to be negligible to make sense too.

Pixel Art / Re: [Feedback][CC] Retro 90s RPG Mockup
« on: August 18, 2019, 06:26:01 pm »
I think I've fixed the mirroring grass by replacing it with the left-hand 8x16 of the standard grass tile again along the path.
Zooming out, I'm struggling to see tiling seams and I feel like the grass pattern is blending into itself a bit more, but who knows.

Pixel Art / Re: [Feedback][CC] Retro 90s RPG Mockup
« on: August 18, 2019, 03:49:10 pm »
the grass mirrors funny up there as there is a transition tile for the path to the grass that hasn't been edited. I'll try messing with that and post another revision later.

Pixel Art / Re: [Feedback][CC] Retro 90s RPG Mockup
« on: August 17, 2019, 08:36:55 pm »
Yeah I use aseprite, it's a great tool, but its tileset features are like the next big thing on the way iirc, so for now it's either I export to Unity and tile it there or I just keep it in my layers in aseprite.

I've tried tampering with the grass, I feel I can't notice tiling as much, and attempted to bring 1 more colour into the planks to soften the corners like you did whilst focusing on texture not depth. Someone in discord recommended the UI be brightened a tiny bit so that's had a +5 to its light level in Aseprite.

Edit: I added a shading layer too to outer walls and the chest indoors, forgot to turn that off but that's more just an experiment.

For reference, this entire mockup was basically a premise of "could an Ultima-VI-esque game be modernized to look more convenient and usable", so it's trying to build on this look:

(I am more of a pastel-colour fan though so I don't go for that 1990s high-contrast)

Pixel Art / Re: [Feedback][CC] Retro 90s RPG Mockup
« on: August 16, 2019, 09:27:37 pm »
Hey, sorry for a long delay. I'd moved onto other pixelart after touching this up a while back but forgot to post the update.

Tried adjusting the table, redrew the west-face character template to be perspective-appropriate (Was struggling with the cape without either losing 100% of his detail and thus making him harder to identify, or having it be a slightly skewed shape as a compromise) and then did some desaturating and new colours across walls and floors, with floors losing a colour or two to clean up the depth issue on planks a bit.

Pixel Art / Re: [Feedback][CC] Retro 90s RPG Mockup
« on: March 11, 2019, 06:56:44 pm »

Hmm, I agree that the backgrounds need some modifying for clarity, I had desaturated them all a little before posting to try and clear it up a bit over what it had been too, but I feel the changes you made maybe look the planks seem a bit dorky? They feel extremely simple to me. The grass is a reasonable compromise as it hasn't obliterated its complexity though.

Pixel Art / [Feedback][CC] Retro 90s RPG Mockup
« on: March 11, 2019, 10:57:04 am »
Hey folks, I'd been playing a few old late 80s / early 90s RPGs like the middle of the Ultima series and wanted to do a "modernized" mockup in the same style, to see how they'd fit with a little bit more space, and wondering what folks think of the style and overall design.

Original size is above, but a more zoomed-out one is available here incase it scales weirdly in the forum layout:

Pixel Art / Re: Legend of Zelda Mockup for Practise / Feedback
« on: November 26, 2018, 12:43:11 am »
Opted to simply go a bit crazy this time, upping tile-sizes to 24x24, tried a notably more complex character pose. I really had nothing to go on for Ganon other than BS-Zelda (Which I didn't really know about until recently), so I've struggled to pose him quite a bit, but otherwise I'm happy with this reimagining of the final fight of Zelda-1.

Will put it in the base-post of the thread too.

Pixel Art / Re: Legend of Zelda Mockup for Practise / Feedback
« on: November 20, 2018, 02:51:26 pm »
Digging the latest mockup. Good balance of NES and SNES-like (pretty sure it's closer to 16 bit spec).

If you can't waste the colors here you can throw in 1 or 2 different tiles for cracked/old tiles or shading on the walls. That's gonna drag it past SNES-like territory and probably way off of Zelda graphics too so it depends whether you want to take this visual complexity all the way. That vis direction might be not what you are aiming for.

yeah, it's not that I'm unable to afford the colours, I don't care what colours I use but more that I try to make good use of a limited amount for practise. The only time I completely disavowed that was with link who uses like 9 colours.

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