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Messages - Adam
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21
Pixel Art / Re: Hellgate to Baator
« on: October 09, 2015, 10:09:03 pm »
As Gil already mentioned the 16 color palette is given.

Pool of Radiance had some images of thatched roof houses using the red colors, so I had a try at it:


And here are the icons I made. The style shoud be consistent in the game.

22
Pixel Art / Hellgate to Baator
« on: October 08, 2015, 09:09:44 pm »
Hi!

After some 300 FRUA (Forgotten Realms Unlimited Adventures) combat icons I did this year, I decided to put together an own module.

These are the first wallset templates for the 3D view (daub and wattle houses with thatch roof), and I'm not very satisfied.


Es you see its 16 color EGA (#67F79B is transparent). The first row is a simple representation, the second row is a bit more detailed.

Though I really like the simple look of the first version, I feel it lacks a bit of spice. My try of detailed version looks a bit noisy though.

Any thoughts, critiques, advice?

23
Pixel Art / Re: Curse of Wystowe Castle
« on: July 18, 2014, 12:23:34 pm »
Thanks, I've added a yellow to the palette and changed the text the way you suggested, and it is way better now.
A good advice on the mountains too, changed to the (unfortunately saturated) dark blue and it worked nicely.
I'm not so sure about the contrast on the trees though, I don't want to draw attention to there. Besides that, everything looks a bit more saturated and contrasty on my test mobile device - it might be that my display is not really well calibrated.

24
Pixel Art / Curse of Wystowe Castle
« on: July 07, 2014, 08:20:04 pm »
Hi!

I'm fooling around with Android development and making a "Dungeon Master"-like first person RPG for which I'm trying to put a decent title screen together. Unfortunately I'm terribly out of practice for years now.

Here's what I have now:


Palette is essentially from Dragonstone (Amiga). Any comments or critiques welcome.

Edit:



A little less dithering, a little more shapes. Unified the text, though I'm not sure whether the title is legible enough. Is the composition a bit too busy for the small canvas?

25
Pixel Art / Re: Wilderness Campaign Remake
« on: June 01, 2014, 10:36:24 am »
@Ryumaru: Thank you for the edit and your comments. It definiately gives some ideas.

@Probo: Thanks! What I forgot to mention is that I'm trying to follow most of the graphical limitations of the TI-99 home computer. The palette is given there and sadly it does not contain such nice desaturated brownish greens. The greens in it are a bit too vivid in my opininion for this kind of tiles. Nevertheless I'll see if I can come up with something with such "inverted" method.

@Mr. Farenheit: Might be. I have drawn some perspective lines first, but giving and taking some pixels here and there could have ruined the perspective.

@Mathias: It's supposed to be a pit, but since you mentioned it, I cannot unsee it being an elevation.

I'm browsing Spectrum art right now for some guidance how to work with similar limitations. Strangely the nice colorful art like the edit of Ryumaru is rarely used. Most title screens do the it colored outline/light spots on black way.

Edit:

So here's a new one based on the edit of Ryumaru. Changed the view a bit to clarify pit/elevation.

The palette has a lot of yellows/browns, thus a sepia-like shading would also be possible:


I've also tried a totally different approach:


Update2:

Well, I'm not too proud of it, but I took the easy way:

26
Pixel Art / Re: Wilderness Campaign Remake
« on: May 30, 2014, 09:18:10 am »
Thanks! That's what I feared. Do colors help?



Or should the whole composition be simplified?

Hmm. It seems I've been looking on those tiles for too long now, fields never looked noisy for me. Any ideas how to reduce the disturbing noise while still not looking too "tiled".

I failed to find nice "small-canvas" 1bit references, some of those would also be helpful.

27
Pixel Art / Wilderness Campaign Remake
« on: May 29, 2014, 11:33:01 pm »
Hi!

I'm working on a small roleplaying game right now (a Wilderness Campaign remake) with 1bit 8x8 tiles heavily inspired by Realms of Antiquity by Adamantyr.



At some key locations small "Fighting Fantasy"-like encounters will appear with additional illustrations. For the sake of simplicity I decided to do all these illustrations monochrome (so I don't have to struggle with aligning colors to the 8x8 grid), but up until now I couldn't even manage to make one piece I'm satisfied with.

Here is my best attempt at the broken mountain road encounter:



I tried to use stronger shadows in the foreground and dithering in the background to emphasize depth, but it only made the background part more busy, and there is no more focus on the broken pass. I'm now looking for any guidance how to work on a relatively small canvas with two colors. Should I simplify the composition, or is it possible to keep some detail without looking noisy?

Here's a simplified version, still not sure if it reads well (but looks surely less noisy):


28
I don't suppose there's really any easy way to tell besides counting pixels is there?

A pixel editor with layers may help a lot. Using one or more planning layers, copy-pasting measured distances might be able to substitute the bothersome pixel counting.

29
Turned out to be something similar to that of Cyangmou. Slightly different, because I measured the extension of the roof instead of estimating. Added help lines to show why top level is not visible.



I would also like to point out that all of our edits are a bit faulty, because the left wing of the temple is wider as the right. All of our edits assumed it is symmetrical, and it's not. There you have a corrected version:


30
Pixel Art Feature Chest / Re: Xedrai's sprites
« on: February 04, 2014, 09:10:39 am »
Because I like the style of those kinds of games and I use existing tools and and game engine/server that is made for this kind of game and perspective.

I'm really interested which tools/game engine you are using. It might be of use for my will-never-be-done RPG.

As for crits. The dwarven sword looks too pillowy, banded even. Try to define the planes with "clusters". Look at those swords you posted as reference! They all have flat/semi-flat surfaces.

The Narsil looks OK, but the inner black lines look too strong. If you are about to follow the movie art, you might consider to make the hilt area a bit more slim, otherwise a I would suggest making it a bit more "fancy" - it's a legendary sword.

I would also suggest adding some saturation to the metal parts.

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