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Messages - Vinik
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161
Pixel Art / Re: [WIP] RPG battle backgrounds
« on: February 19, 2018, 03:34:51 am »
If I may add a little suggestion, on the forest background, the first two trees at mid distance looked very nice and got almost obscured by the new closer/larger trees, maybe you would like to bring them a bit more to the center so they appear a bit more from behind the closer trees.

162
Pixel Art / Re: [WIP] RPG battle backgrounds
« on: February 17, 2018, 04:24:19 am »
I like it with the new color, and also think eishiya dark red is right on the mark. When I have experimented with GBC swatches and adding an extra shade, I learned that only two extra colors - desaturated darks - one bluish and another redish - are enough to give depth to almost every tight color ramp.

163
Pixel Art / Re: [WIP] RPG battle backgrounds
« on: February 16, 2018, 11:14:42 pm »
Sorry I just noticed it was the NES palette after posting :P. That brown was clashing with the other colors of the background anyway. I cannot think of a suggestion in NES colors other than black like eishiya said. You could also make all the other colors lighter to make room for one of the NES darks, but that would take the focus out of your characters.

However, how set are you in using exclusively NES colors? Please don't take this as an intrusion on your art choices, but, as an example, your game seems quite appealing to my retro tastes, and I certainly wouldn't be turned away if you took liberties with the colors. Perhaps even using a whole alternate NES palette to be harmonious, like those more desaturated NTSC options of modern emulators, I choose them over the "default" one anyday. NES colors wouldn't even look like those we can now see in clear displays. I remember that my tube tv from childhood was way over-saturated and warm by default, and my neighboor's one was much less vivid while still warm and the colors looked much more interesting on his tv set than on my. I think Aseprite has NES NTSC built in if ever wish to give it a try.

164
Pixel Art / Re: [WIP] RPG battle backgrounds
« on: February 16, 2018, 04:06:28 am »
Nice and effective for a gbc tier rpg. Are you using a specific palette? I am not sure about the dark brown on the forest background, but I suppose it works if do not have a darker blue in a very limited the palette. I would go with a low saturated purplish dark blue, which would be the logical sequence for your ramps and probably work well on the other backgrounds as well.

The dungeon one stands out from the others because of the perspective, perhaps you could try similar perspective for the forest and the fiery cave as well.

Edit: this is what I mean:

165
Pixel Art / Re: Here goes an autotiled sci-fi room
« on: February 15, 2018, 09:24:15 pm »
Understood. For instance, here the horizontal doorways are two cells wide, but the vertical ones are five cells wide, and everything seems right indeed.

I am just beginning to naively texture stuff and randomize floor tiles to get a feeling of it, but there is along way ahead. It is getting completely different from what I am used to do, which is a more cartoony style even if the themes are serious. I am actually watching SW episode I (for sci-fi walls reference only, please). I hope the dungeons end up not looking like high-school lockers sometime soon lol. I think maybe the walls are too tall to give a proper squashed/topdown rpg vibe.

Thank you a lot eishiya for all the help! I'll get back when I have some serious effort to show.

166
Pixel Art / Re: Here goes an autotiled sci-fi room
« on: February 15, 2018, 04:38:27 am »
Thanks for the feedback :) I reduced contrast while trying to keep the same palette. The many sides and angles already made me add much more colors than I wanted. I started with only 16 colors at first, with only 4 shades per ramp like gameboy, but the isometric stuff asked for a lot more mid-tones.


Regarding not obscuring the character, currently everything is drawn at 50% transparency when the character is immediately behind an element, but I don't like the result, I'll think of some other trick. As for the auto-tiling, it isn't that complex after you wrap your mind around it. It is the same common bit-wise 16-piece autotiling we all know and love from rpg tilesets, but with overlap. The data map align those column-like rectangular tiles according to their projection on the ground, spaced according to the grid cells, but as the height of the  tiles is larger than the cell dimensions, they are set to be draw beyond their grid slot, and overlapped with depth according to y position.

Thank you for the feedback  ;D

167
Pixel Art / Here goes an autotiled sci-fi room
« on: February 14, 2018, 08:08:32 pm »
Ok, iso autotiling check, procedural rooms check, it is time to step out of "programmer art" now, and would really appreciate any input or tips on it. I hope the scaling with the character is ok. I am in dire need of references on good sci-fi dungeons for inspiration, as I need to fill stuff with pannels, screws, ventilation slits, randomize floor tiles.


This is still crude, I have to clean up some outlining errors on the tiling, but it gives the idea on how the more sci-fi rooms are going to look like, although I have a number of alternative wall designs. This is how the autotiling is laid:



168
Pixel Art / Re: Experimentation with dithering. Any thoughts/criticism?
« on: February 14, 2018, 07:18:00 pm »
I am completely incompetent with dithering so was thinking of doing a study of it just like this. I liked it, it really got a lot of texture. I am a little uncertain about the shape of your gear, specially its profile, was it supposed to be smooth or should it be sharper and the smoothing is a side effect of the dithering interfering on how you would draw its outer border?

Also, is the "flat" surface which holds the face slightly curved for you to get those lovely dithering bands or was it supposed to be flat and you applied the dithered lower light as reflection?

Just some thoughts on it, I liked it a lot, mostly the background dither pattern.

169
General Discussion / Re: Best way to skew textures for isometric art
« on: February 10, 2018, 08:25:39 pm »
Just an update to show that the method worked nicely with very simple brick textures and a little color swap for the diagonal walls


It is not great but it is fast and I can also tweak it after to feel less flat

170
General Discussion / Re: Best way to skew textures for isometric art
« on: February 10, 2018, 05:38:48 am »
@eishiya, I will do a log soon, getting the pseudo 3d collisions working took ages with all that z-jumping, ramp climbing and sliding, so I didn't advanced much on the art past the plain color collision maps and some early shots. I didn't wanted to spend too much time making it look pretty until the gameplay was ready, but the iso primitives worked well with autotiling. These ramp-like walls use only 16 elongated tiles for each angle, and now I have to make plain shapes look like real stuff like stairs, "hi-tech-looking" metal walls, crystals and whatnot:


@surt yeah, I figured aseprite would have this, just too useful not to be there but it isn't.

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