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Messages - RetroNuva10
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Pixel Art / Re: House design help
« on: May 06, 2018, 06:17:49 am »
Welcome to the world of pixel art!  :lol:

Firstly, the back side of the roof should be skewed, because of perspective. Secondly, it's usually a good idea to have some kind of background color. This is so you have a good consciousness of what the underlying world would look like.

With the shadow underneath the outset second story of the house, try to use more than just 2 colors, so it looks smoother.
The door and windows are fairly flat, so try to make the inner portions look inset.
You might also want path stones to have a shine to them, to look more round.

I made a rough edit that will hopefully give you an idea of how to accomplish the mentioned critiques.



With all this kept in mind, you're doing rather well for an early piece of art. So, good luck, and remember to keep working at it!  ;)

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Pixel Art / Re: Help me improve my dumb tree!
« on: May 06, 2018, 05:47:52 am »
It looks pretty good! I'd recommend using slightly more saturated colors, and make sure to slightly alter the hues of colors as they get darker/lighter. Additionally, you'll want to pick a color that better fits the tree color. Look up some pretty pixel art trees from games and observe the relationship between the leaf and trunk color.

I did a quick edit and improved the leaf part. If you're set on the canopy-like aspect of the tree, you'll want to draw something much more dynamic-looking than what you have at the moment. Don't just have it be a slow gradiant that gets lighter as it goes lower and darker as it goes higher. Instead, have "chunks" of leaves that are slightly in front of/above the rest that have slightly different rates of light change. I'd also recommend drawing an arrow that denotes what direction the light is coming from. It might not seem to make a difference, but, oddly enough, having that arrow kind of puts your brain in the right mode when it comes to drawing shading.

Additionally, you'll want the branches you made to actually be visible. If you don't (which is its current state), it will seem very flat and not connected to the tree. Even if the canopy is supposed to appear way in front of the tree trunk itself, you'll still want some kind of signifier that it's connected.

To draw the leaf part, I simply denoted 3 different shades (remembering to gradually alter the hue), and drew large rough circles and cleaned the pixel edges up. Then, I did the same with the lighter shade, and then finally the lightest, making sure each circle was within the darker circle of its leaf "sphere." Then, I added pixel dithering.



I hope this excessively long post helped. Keep up the good work!

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How's this? I'm not sure I'd be satisfied removing all the white from the cylinder of the column, as I think it loses the nice depthy nature of it.

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Agreed with MysteryMeat. That background has too much contrast, just about any character would be easily lost in it. I recommend having some character sprites in the scene on a separate layer as you work on it, so you can easily gauge how well they stand out.

You could tone down the contrast without losing those lovely blues or any details though, you'd just need to use a narrower range of values, something like this:

I don't have the exact palette you're using so the colours aren't exact, but hopefully it conveys the idea.

. . .

Digging this tileset, by the way!

Thanks for all the feedback, and I'm glad you like it! Coincedentally, after I made my most recent reply, I proceeded to make a version that is just like yours:


My main reason for being hesitant on darkening it was because I didn't want to lose the grey stone feel, since each level will have a distinct color palette. I decided to use the 3rd palette in this level to highlight the important bits: the columns and Minotaur. They might be too bright and not make sense, but they convey them as "landmarks" without being littered really frequently all over the screen, and they also add in some grey-ness that I was afraid of losing. Tell me what you think of it!

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this is taken from castlevania right? or at least heavily inspired.
It isn't from Castlevania. If so, I wouldn't've posted it if it were ;). However, you are correct in saying that it is inspired by it. Hopefully the future art that expands upon this will look more original.

that tiles looks awesome like a pro keep it up  :y: :)
Thank you! I'm rather happy with it so far.

Not bad but the texture at the bottom of the red blocks feels a little noisy, maybe you could clean it up into cracks or fully commit to dithering in a way that conveys texture better? Also the pillars feel very pillow shaded, the highlights should be towards the top left not the middle of it.


How does this look? Better?

The use of pure white on the background assets makes them pop a bit harder than the foreground tiles you're using. As a rule of thumb, I tend to stick to more saturated colors from the palette for platform tiles, as it makes them stand out well against the neutral colors in the background. Here I swapped out your brown for the purple shade, and went with the more saturated red midtone, as opposed to that muted orange from before.


Maybe a hue change? It might make it look softer.

And this is where the limited color palette becomes a problem. I'm not sure I want to make it darker, as I believe it sort of ruins the color "pretty"-ness of it. I'm trying to do something similar to what Batman did; largely black backgrounds (dare I call them "blackgrounds") where the color and important shapes are more specifically placed as opposed to just having color fill most of the screen:


(lots of color and tiles completely or nearly completely full of color, which is what I don't want to do:)


Instead of like what Metroid does, I want the very unimportant background tiles (such as the ruined small stone bricks and rocky terrain) to only use the 2 darkest colors (excluding black, of course) of the palette, important background tiles (such as the pillars, windows, and Minotaur statue pillar) to use all 4 colors with a usually cool-er tint and more saturation (hence the original usage of grey and white), and the interactable tiles (like platforms and staircases) to use a more vibrant and visible palette (and utilizing all 4 colors of it).

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Bump.  ;)

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Hey there! I've been recently planning out and doing some early art for a game that I hope to make (currently titled Falchion). I'm hoping for it to be 100% NES-authentic, with all the delightful limitations. It's obviously inspired by Castlevania, and is supposed to be akin to Dark Souls.

Here is a mock-up room with a tileset (only 2 of the 4 background palettes have been utilized so far) that I've made. It uses a slightly modified NES palette that has a better brown shade (because, in my opinion, it looks kind of crappy and can't be used well) as well as other minor changes (hues, saturations, and brightnesses).

Please give any and all criticism that you can! Tell me what you like and dislike, and what you think works and doesn't work. Additionally, I'm curious as to what other colors to use along with the aqua + orange scheme that I have. Thanks for reading!



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