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Pixel Art / Re: Hello again, and help + C&C
« on: April 18, 2014, 07:59:06 pm »
I would recommend the following thread for info on palettes and colour ramps http://www.pixeljoint.com/forum/forum_posts.asp?TID=11299 (Section 5)

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Thank you! Yeah currently working on the new vine/moss sprites so that's why they are missing in this update.

Forgive me but I am not quite sure on what you mean by that.


No. 1 is the tile type from the last update. 2&3 are the same type of shading as what I did have before changing the block shade/light to just a line highlight, but I would probably need to adjust my palette to be able to do that. 4. is without inner shading, just using the outer lines to give the impression of concave or convex.

Pipeswise, I agree! Just hadn't thought of something. I've tried making the shadow only a little darker than the tiles, so its not as 'in your face' as it was, a changed the colour a bit. I would rather that they do stay in, they are not used by the player, but they are important in the story/logic. Will look at smaller shadows maybe, don't want to go too light with the pipe itself as then it will end up just as noticeable.


This one is using tile type 4.

Thank you in advance! :)

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Kinda stuck on how to make the interior walls less plain, without them becoming distracting features? Windows kinda suck at the moment I know.



Also, I've tried looking around the forums for any examples on weathering, but not much luck, anyone know of any guides/tips on weathering that would be relevant for my island tiles?

Like maybe:

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Yeah I really wasn't happy with the last set of colours, sky colour wasn't working for me. Thanks for the tip with the goggles, will keep it in mind when i go over the character design again!

This is what I currently have, darker/gloomy to fit the story theme.



Pipe shadows might be a pit much!

UPDATED:


Realised I hadn't actually updated window tiles. Ignore the other half, thats just fleshing out the interior example

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Okay so I'm back, and I've [attempted] working with a proper, smaller palette.



Gameplay-wise, the view will most likely be at 200% now, so some things don't look quite right, like I feel the dark green is way out when playing the game, makes the moss stand out too much, and the pipes, too purple?

I added shadows to the pipes, I tried 1 pixel wide, a space away from the pipe but it was too thin to give them any weight, might try some other ways. I'm not sure how to do the ends of the roof, the current ones don't look right, and the overhang above the entrance doesn't feel right either. 

Any suggestions or overall improvements are welcome!

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That makes sense, did not think about that. Did not notice that :s Thank you!

Yeah that was my problem with it but didn't think about offsetting it another pixel. Mainly just for water the pipes, the floaty block material fills up with moisture quickly! Will try out more rounded bends, it might also help the fact it blends too much with the sharpness of the blocks themselves.
Yes, definitely!

Thank you, did not see the second post, helps explain colour ramps a bit better. Will re-post when I've worked on my colours.

Thank you again for your time.

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I don't mean to be harsh...

By all means, that's what I'm here for!

Fair enough, after comparing it to the edit I've done I'd agree and say it doesn't. I changed the wood colour to something a bit less saturated.

Face-palm at the pipes, kinda missed that completely. Forgot fixings as well, so looks more like a pipe and less like re-skinned water.
Added back the higher windows, but still not sure, will look at it more when I do the interiors.

I tried doing all darker, but looked too much, so I've done the dark tone with some little bits of lighter at the edges.



In regards to my palette, I noticed there's quite a lot of resources on these forums I've seen and I will look at them, but is there any reading material you would recommend?

Thank you very much for taking the time to reply!



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Thanks DerZocker, I like that! Made the other windows shorter (the size of a person, really End?) and tried to imitate the same sort of shimmer.

Also had to re-make the tiled map, but now means I can update everything quickly, so I've started playing with the colours.



Lowered the grass saturation slightly and played with the brick colours to make them less gray, helps pick out the moss a little bit better? Although don't think I'm happy with overall colours now. I still need to come up with some sort of brick shading too I reckon.

EDIT: Edited the depths and outsets on the bricks with a slight shade change to try and make it less plain to look at.




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Hello everyone, new here. Signed up because on various searches for inspiration I found out people post stuff here for tips/help/criticism, and I could really use some!

Working on a game, premise is about an abandoned city in the sky, and you explore the islands, in your hot air balloon, to find out what has happened through various media, and get the backstory of various people who lived there. So my major focus for the art is for it to be easily able to be made as tilesets, as I used Tiled to make my scenes to be put into GMS, and for there to be lots of interesting details without it being too busy visually.

House-wise, I want them to feel like they were built into the islands, (you will be able to enter houses by the doors on the side). I'm reasonably happy with the island terrain, but not completely with colour/maybe texturing, and I'm not happy with the house, especially windows, bleh.

Pictures & Progress [The scale in-game is shown at 200%]
First [All following ones are cut to just the bigger island]

Current



I'm open to any suggestions/ideas of ways to improve it, I'll be happy to here them and implement them,
Thanks in advance!

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