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Messages - eishiya
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You'll need to use Nearest Neighbour resampling to avoid blurring, and ideally you should scale up by a whole number (such as 6x) to avoid wonky, unevenly-sized "pixels".

Don't forget that what is "minimal" depends on what the tiles are. Some things just naturally need more tiles, or different kinds of tiles, so you won't have the same tile layout for different things. For example, you probably wouldn't need both diagonal and squared corners for terrain, but they could be useful for paved paths.

Since your game will probably have player-modified terrain, you'll probably need a tileset that can handle more weird situations than the diagonals-only one above. IIRC 16 tiles per required pair of terrains is the minimum that's procgen-friendly, which is similar to what you posted before - no isolated/narrow strips of terrains. In farming games, it's common for players to modify the terrain so a tileset where you can easily compute the proper tile for a given environment is probably more important than a minimal tileset.

Pixel Art / Re: [WIP] Music Video - Desert Trucker
« on: August 13, 2019, 09:29:07 pm »
I feel the new/alt rock is much better. Perhaps compromise by giving it an external outline, but no internal outlines?

Ah, I think you misunderstood. By diagonals, I just meant diagonal transitions, i.e. corner tiles. They're still square tiles. Here's a simple example using just 2 types of grass, with 4 diagonal transition tiles (in theory you could use just 1 or 2 with appropriate flips, but for organic objects it helps to have variety).

Typically, the chief drawback to using a tileset like this is the limits it imposes on the exact shapes you can create, but some of this can be mitigated with careful tile design. For example, you wouldn't expect to create "vertical" or "horizontal" edges that are an odd number of tiles in length (since they must be created out of pairs of diagonals in a saw pattern), but for noisy organic surfaces like grass, it's possible to make two diagonals tile with each other seamlessly too, allowing for such scenarios.

For tilesets of natural features like grass and water, I prefer to do tilesets focusing on diagonals instead of verticals and horizontals, i.e. every tile is basically a corner tile. This allows for a smaller tileset, and more importantly, its structure encourages organic shapes by making straight lines harder to create. The drawback to this style of tileset is most existing automappers don't work well with it, though it could be managed with one based on Wang tiles.

I also think those single-column tiles are kind of useless in most scenarios, as IMHO they create distracting shapes in the environment. They're useful for small-scale games to depict smaller features, but for a large-scale game where a tile is the size of a person or smaller, they're not needed. They're also nearly straight lines by necessity in smaller tiles, which doesn't look natural for things like grass.

The dynamic lighting is looking very flat right now, like you're just lighting up sticker rather than a 3D object. I'm not actually sure that convincing whole-sprite lighting can be done with normal maps alone.

2D & 3D / Re: Wing Commander Pixel Art-y Unity Remake
« on: August 07, 2019, 12:52:16 pm »
This is looking much better!
The orange... wings? sticking forward into space fade to a dark colour, the ramps on that look rather dull since the colours are all the same hue. Even though it's space and thus has very little ambient light, I think some sort of hue-shifting there would look nice.

The noisy texture of the sand feels out of place with the style of all the other assets, which uses more solid colours and textures made out of larger shapes.

Here's some potential sand inspiration from Sword of Mana (I've edited the colours in this image to help with clarity, the original colours are washed out because the game was made for the original, non-backlit GBA).

2D & 3D / Re: Wing Commander Pixel Art-y Unity Remake
« on: August 05, 2019, 06:53:38 pm »
It's a small, curved area, so all those colours get used in relatively small areas, creating the more painted look. The same ramp might work better for other surfaces.

2D & 3D / Re: Wing Commander Pixel Art-y Unity Remake
« on: August 05, 2019, 02:33:04 pm »
The horizontal rounded parts in the middle seem more high-colour and painted than the rest of it. The monitors seem to have very noisy frames. I guess this shader doesn't handle rounded shapes quite as nicely as the orthogonal lines in the first cockpit xP

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