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Pixel Art / Re: [WIP]: Crackhouse RPG Tiles
« on: December 03, 2011, 11:15:41 pm »
Forgot to mention you've got lots of nice subtle patterning and surface detail, but in the mockup there's pattern everywhere, so much so that it's hard to read.

Try rendering the wooden floor more holistically, less rigid outlines and add some drop shadows to items. 

Challenges & Activities / Re: Palette Workshop Challenge
« on: December 03, 2011, 10:59:54 pm »
It's a shame hardly anyone posts here but those posting entries - says I whilst posting an entry :lol:, This challenge has had a very long shelf-life, the mafia portrait especially attracting a ton of interest. It's a great way of getting people to participate and test themselves regardless of experience and I hope it's continued at some point.

There are some absolute gems here, Stefano's & Manjaman's in particular this page.   :blind:

I did these a while ago but never got around to sharing them. I really used them as practice for pixel-specific technique; working harmoniously with the grid, finding pleasing shapes, AA. This stuff is second nature to old hands here and there are some some great guides on the forum - thanks Helm :y: but you really have to get your hands dirty.

Edit - Updated image based on feedback

Pixel Art / Re: [WIP]: Crackhouse RPG Tiles
« on: December 02, 2011, 11:52:05 pm »
Just caught this as I was logging out, It's late so I'll be brief; everything appears to be globally illuminated. No shadows whatsoever, I would have thought that the manipulation of light might be top priority in an atmospheric environment like this.

Maybe you were planning to do overlays in-engine but you haven't mentioned it anywhere and I think you would  benefit from mocking them up if this is the case.

Some ideas to consider;
  • Film Noir-esque long cast shadows
  • Flickering light bulbs
  • Sinister-looking anomalous shapes in corners you only catch terrifyingly brief glimpses of. ;D

'Losing' sprites in the environment could be a game play mechanic here if you wanted it to be, and greatly reducing your palette could unify the scene.

Pixel Art Feature Chest / Re: [WIP] 32x32 RPG tiles C+C
« on: December 02, 2011, 11:04:10 pm »
Nice catch Arachne :), the effect is certainly too strong in my edit, but I have seen similar examples before.
Vertical reflection   Stream example

Painted ripples or a Sine effect applied to the water could look really nice.

Now that I look at it again I think what's making it look strange is the blue/purple in the shade. I think actually it should appear relatively warm & saturated in the shallows because of the 'polishing' effect and the blue shift would only become pronounced in deeper water.

Thorough explanation of the many variables to consider by the venerable Mr. Gurney below.

That's quite a lot to mull over, sorry Sharm :P

Pixel Art Feature Chest / Re: [WIP] 32x32 RPG tiles C+C
« on: December 02, 2011, 12:24:06 am »
The animation's nice & smooth, I'll let someone better informed critique but I will say that we all walk pretty much the same, with certain nuances.

Mocking-up nice looking stuff is a lot easier than trying to figure out nice tiling :D, It's bound to be hard work without templates and will doubtless necessitate a certain amount of trial & error but give it a go and you'll definitely 'level up' somewhat, whatever the result. :P

My quick attempt at grass was in the bottom left of the edit, although it did end up quite voluminous. I'd try and find a different solution than what Chris is doing in the other thread.

Salient points for the grass -

  • Less contrast in order to keep it in the background.
  • Indicate different heights with patches of light and shade including areas of overlap between mounds/clumps
  • More variety (alternate tiles) in general

I can't think of any specific examples for the grass but have a look at Nathan Christie's PJ Gallery for smart foliage.

Looking forward to the flowers. :)


Pixel Art Feature Chest / Re: [WIP] 32x32 RPG tiles C+C
« on: December 01, 2011, 07:22:50 pm »
Hi Sharm, you've obviously put a lot of effort into these tiles and it shows  :), lovely polish on the trees and dirt tiles. Everything here is quite conventional but no less pretty for it.

Some stuff you could improve on -

The water is a very odd colour at the moment and the sparkling animation pretty rudimentary. Think about what a stream might look like in this situation in a photograph. Given the brightness of the scene and also the perspective, a slow-moving stream would be reflective and therefore take on the blue of the sky.

The grass looks more like wallpaper presently; there's no real attempt at shading. Treat it more like you have the foliage and It'd look miles better.

More minor stuff; no foreshortening or overlap on the bare tree making it look flat, try to limit the amount of distracting detail in your shadows and a greater variety of foliage (small trees, flowers etc.) would be nice. :D

I've loosely painted on most of my suggestions here.

Also thatch would looks lovely here :P

Pixel Art Feature Chest / Re: RPG Tiles - Chip16
« on: December 01, 2011, 12:01:20 am »
Looking great, keep polishing  ;D

The light/dark transition on the cliff edges is still very abrupt and the grass there should cast some shadow to make the plane change absolutely clear.

I personally work better starting with a loose mockup and then trying to slim down the best ideas into a tileset. Starting from the tileset can sometimes have you ending up with a bit of a stilted, conservative end-product. Please do have a crack at some ludicrous, ambitious building designs; I'd very much like to see them.

Seisenki - I did get a bit carried away with my paint-over, but they're just rough suggestions for new directions you could take the piece; naturally very much inclined to my own tastes/whims. The stated intention of the tileset was to show off the palette, not to adhere to a particular style. Unfortunately the sprites do look quite out of place now :P maybe breaking some of those outlines would ease the clash.

Pixel Art Feature Chest / Re: RPG Tiles - Chip16
« on: November 30, 2011, 05:46:03 pm »
This is rather charming little tileset Chris, but there are quite a few things which you might improve upon.   

First, I really like your palette although you're not really using it to it's potential here; almost all your tiles are 2-3 colours and straight ramps. Mix it up a bit ;D

Lighting - Everything here is pretty flat, there's barely any shadow and those there are aren't bold enough to really sell the effect properly.

Texture - Quite a few busy & distracting repeating patterns to be used (presumably) over large areas.

A couple of specifics; I find the cliffs hard to parse, no sense of height and the sides don't read as shaded. Secondly those trees... I know there's a long, illustrious tradition of awful flat midget trees in RPG's but they're super super lazy. Those trees actually inspired an edit, mainly in order to banish them. :D

I've roughed out a few ideas for how you could better render/utilise colours, avoid repetitive patterns and also some stylistic stuff. The houses suggested pine woods to me so I indulged myself. I recall from a previous thread that you're working with limited tiles so not all of this might be feasible and I guess you were aiming for a less representational look overall but there's a few ideas you could take away from it.

General Discussion / Re: Read the Rules, then introduce yourself here.
« on: November 30, 2011, 05:06:48 pm »
First post here but I've been a habitual lurker for a while.

Thanks to all the mods & regulars, past and present who've made this such an awesome forum. :D 

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