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Messages - Marscaleb
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Pixel Art / Re: NES RPG tileset
« on: July 28, 2019, 04:27:37 pm »
Tried making silhouettes more consistent by adding outlines to most upper edges.
Remove outlines from bottom edges so objects appear attached to the ground rather than floating above it.
Rounded off hills.
Tried to soften dunes,

I definitely like the color changes you made to the water; I'm certainly going to steal that.
I also really love the way you drew tufts of grass on the bottoms of the hills; I'm probably going to take that too.
The marsh though, I mean it looks good, but it also kinda looks like farmland in the square spot.  (Works really well in the stringy section below, so I guess I'd just make it look more stringy.)  But maybe I'll work with it; I'm not certain if I want to actually have poison marsh in my game.
You've done a great job softening out the trees, too.  That has even freed up another color in the palette, by the looks of it.  I could use that in the marsh redesign.

Pixel Art / NES RPG tileset
« on: July 28, 2019, 12:48:38 am »
Hello folks, I would like to share some RPG tiles I've been working on for some critique and feedback.
I welcome all feedback, positive and negative, so by all means tell me everything you think is wrong.

I've made this with two goals in mind: One, matching the limitations of the NES.  Two, being good enough that I could use them in a commercial project, that is, that I could make a game with these and sell it.  So judge them to that criteria.

For this overworld, I copied the layout of another game so I could get a good example to use them in without spending the time to craft a whole world.
There are a few things I don't like, but I need to see if they are things other people notice or are bothered by rather than just something that gets me because I've stared at it so long.

And here are the character sprites I've been working on.
I left a couple that are early/alternate versions so I could get some feedback on them.
The character in the top left is just a "blank" that I can draw over.

Pixel Art / Re: [WIP] Underground Passage
« on: March 24, 2019, 01:01:32 am »
So I decided to properly count all the colors and palettes being used, and compared to what the SNES can handle in mode 1 I actually have plenty of room for more.  Previously I was thinking that the drain pipe and torch would have to be sprites to help divide the load.  (I think I might have been making that decision back when I thought these two versions would be in the same "room" and thus need to have both be viewable at the same time.)  With that in mind I think I may go back and add highlights around the torch as part of the normal background tiles.

But for the moment I think I'm going to move on from this area and work on a different scene.  I'll take a look at it with a fresher mind in a few months.  Until then, here's the last update I've been working on.  I cleaned up a couple pixels in the bricks that looked too distinct, and tried to get that second area to look less flat.  Let me know what you think, or if there are any other changes I ought to make.  I'll review all the comments when I come back to it in a few months.

Pixel Art / Re: [WIP] Underground Passage
« on: March 12, 2019, 11:54:58 pm »

Pixel Art / Re: [WIP] Underground Passage
« on: March 11, 2019, 09:30:35 pm »
I've made some updates.  I've got a simple lighting layer set up, and I've reworked the tiles for the second area.

Some palette options (Between the wood platform and background bricks)

I've still got some changes I want to work on, but I want to get some feedback on what I've got right now.

Pixel Art / [WIP] Underground Passage
« on: March 02, 2019, 08:39:51 pm »
I've been working on a new area, which as the thread title suggested is an underground passage.
I've got some good tiles for the base layout, I think.  But I'd like to get some feedback before I got too far with it.
I'm open to all criticism, so please be honest with your responses.

Pixel Art / Re: [WIP] Forest scene
« on: February 08, 2019, 12:24:13 am »
The background is rather high-contrast, and the character is a bit hard to spot as a result. Try either lightening the darker layers, or darkening the lighter layers, so that the background covers only a smallish value range.

Not exactly what you suggested, but...

Hmm, I think I went too dark.  It doesn't have the vibe I really want.  I might hold on to this for an alternate area, though.

Pixel Art / Re: [WIP] Forest scene
« on: February 08, 2019, 12:04:27 am »
Oh yeah, that background ties a lot together. What I'd love to see is it split into multiple layers and have great parallax during gameplay a la Odin Sphere. I see 5 layers?

I'm going for a 16-bit era aesthetic.  So that would mean just two layers.

Pixel Art / Re: [WIP] Forest scene
« on: February 06, 2019, 01:45:31 am »
Okay, here's the latest update, now including the background layer. (parallax scrolling, single layer.)
I also made a slight tweak to the canopy on a couple tiles.

The background by itself:

I don't want to mention the things I don't like because that makes it harder to get some honest feedback, but I will say that I'm not satisfied with the background layer, as well as several other elements.

The only thing that really needs to still be "made" at this point are some tiles to round out the bottom of the trunks, and some grass or bush tiles to place sporadically on the ground.

Please comment and offer suggestions.  How should I tweak the color?  Do the elements seem to have a cohesive style?  Is there anything that seems to stick out or look off?
My end goal is to use these tiles in a commercial project, so please don't try to spare my feelings.  If this isn't good enough to be in something you'd pay for, let me know.

I might be taking a break from this scene and working on some other environments for a while, so I can look at it with some "fresh eyes" before I finish it.  But I promise I will be reading and considering all your comments.

Pixel Art / Re: [WIP] Forest scene
« on: January 28, 2019, 11:00:52 pm »
The background would be paralaxed, yes.  But I'm still on the fence of what kind of hue/value it should have.  I plopped in a couple backgrounds from some other games and was noting some of the wildly different emotions they gave the scene.  This next step is going to be tricky so I don't think I'm going to tackle it today.

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