Hello, I would like some advice on this Caterpie/Nightmare thingy, especially on light and shading (while making this I tried to imagine the light source to be 3/4 from the top, aligned with its forehead, even though I'm noticing right now I may have shifted it slightly to the left for some reason)
I've used a process that may have crossed some lines, but it has helped me speed things up a little, I think...
Started off from a doodle Then I traced and colored it Scaled it down And used it as a guide while redrawing it all over (not a 1:1 copy ofc) thoughts? is this acceptable?
I made an inventory for my school-themed game, but something seems off and for sure there's room for improvement. Being a background image, it doesn't have to be too much detailed. I'm also struggling with the outline. without outline:
there's some trouble with the BBcode, so I had to post the direct links or else the images wouldnt show, do you know why?
think it like cutting the top of the rim at the same height everywhere
here I sliced all the walls at the same height
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OR you could extend the wall up like you did, at the cost of a little confusion, but you should also keep it 2 tiles high there then
here I made the walls adjacent to the stairs higher and I kept the wall height on the walkway 2 tiles high
The wall on the other side of the thin wall being at the same Y as the ones on the wakway for sure doesnt help, so I decided to make the walkway 2 tiles wide:
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A compromise would be to have 3 tiles tall walls every where
for mapping reasons I need all the walls to be 2 tiles high,except for the stairs(the more the walls are high,the more the map will be covered by them)
you would do well to read Helm's stuff on banding, there are a couple of good general solutions for this on that thread. In fact you should read all of it.
I read this thread but I still dont understand how to cast a uniform light on a tight,stright line without causing banding
(sorry if I copied the yellow hue shift, I made sure to study the relationship between colors before using it)
thanks for your help,now it is way more readable. I started doing horizontal stairs,but I don't know how to make diagonal narrow lines without making them fat and blocky.I tried using antialias,but I don't exactly now how to use it
I have to admit I have to fully understand your answer yet(sorry,not a native speaker)but I'll try to answer your questions
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try to show us what how the map is supposed to look like
I'm working on my school's architectural map so I agreed not to share it online,plus there's no scale on it but I can tell you that all the staircases are dog-legged
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because chances are that the very difference between the two levels will already be obscured enough on the north direction. If you solve that differentiation between levels, maybe with some sort of ornate border, then interruption in those borders might drive the view of the player to understand that the walkeable terrain continues downstairs, even if it is obescurednfrom view.
that's the part I didn't understand,but I can say that the map doesn't have to be 100% precise,so I can tweak some measures to make your method work I also forgot to point out that the staircase(in the game)should lead to another map(the 2nd floor one)
It still doesn't feel right,but I have to make stair tiles going in all four directions,there's no way around it .Do you think that making the steps lighter as they go up would help?Or is there some way to cheat on perspective for the sake of readability? I was also wondering if any game in the past had this same issue and if it was solved without avoiding to face it
Hi,I'm making a pixel art version of my school with a top down tileset, and I'm confused by stairs:for instance,I have no clue how to make stair tiles going up from north to south. Here are the ones going up from south to north
Also I don't know if I should add shadows on the nearby ground and from which direction it should come.