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Messages - TRUEvector
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Devlogs & Projects / Re: Promised Lands (DF clone)
« on: May 18, 2018, 04:31:48 pm »
Your grass looks awesome! Yeah, now I get it. And should totally think about it.  :y: It's so kind of you, thanks!
And even better you didn't polish them, so I can do some work by myself without bland copying.

As for the atmospheric perspective you are right again, I don't like it at all, but at least it's the best variant I have managed to do with limited time and pallette. Oh boy, this color working is so hard, I prefer more to work with forms.  :hehe:  Of course it needs to be revisited once (or maybe not once) again in the future.
Thanks for your help!
Here is a doge and a pup for you!  :-* ;D

Devlogs & Projects / Re: Promised Lands (DF clone)
« on: May 18, 2018, 12:59:25 pm »
Well, I tried hard, but failed completely. I really don't quite understand how to make it in your way, and it makes me really sad.
I would ask you humbly, maybe you will take some of your time and spent it to make a simple sketch with the idea, how it could possibly look? I will be so gratefull to you for this help, Lana, please. 

But I rewise the trees a little and make some progress with it. I can't say I'm completely happy with tree tiles, but at least we get something to work with, eh?

And a GIF to show off level-mechanic.

And baby bunnies!

Devlogs & Projects / Re: Promised Lands (DF clone)
« on: May 17, 2018, 01:00:30 pm »
Well, this oddity is the point and main feature of my work, actually.
I might think you don't know what does the graphics in DF look like, do you? Sorry if you really do, but that would be strange  :)
The thing is that there is no need to make any organic view in tiles, it can even harm the whole idea. Because it's more important to see the block itself, than not to see it, because it's merged with other blocks around. You see, the game is meant to be played mostly in 200% scale, all the blocks should be clearly identified and easy to read as cells. So, I intend not to make a texture for tiles, rathen than put a symbol, a glyph, that represent the state of a block.
Maybe, my point will become more clear, when I show more things on the "screen".

Anyway, I like your comment and the example you show is just fantastic, I really should try that technique in my other project. Thank you for feedback.
And I should add that as I said I use limited pallette on purpose, but in long terms I will edit all the colours afterwards, so it will cooperate better.

Let's continue with some woods. And little rabbits.

Devlogs & Projects / Re: Promised Lands (DF clone)
« on: May 16, 2018, 09:35:06 am »
 :-\ Hmm.. seems to me the grass is more like a noise, it doesn't serve the whole idea of to be readble... And doesn't match the style either.
Well, let's remake it one more time, at this time using some clear recogniseable clusters and few details, plus, let's get rid of those nasty single pixels, which are good only in your head.
There are 2 variants of the grass I get, and I really like both of them - one is fancy and the other one is clear and aesthetic. So I'll keep both to represent the grass blocks in early spring and the grass at the very peak of summer. I guess.
Also meet the cow, btw.

Pixel Art / Re: Help with rounded corner doorway
« on: May 15, 2018, 01:53:39 pm »
Actually you've done rather well. Need some more practice with so called "jaggies", but you should know that some strange forms and shapes are inevitable while pixelating.
I try to fix it a little bit, hope it will help.

Devlogs & Projects / Re: Promised Lands (DF clone)
« on: May 15, 2018, 01:24:15 pm »
We need some grounds. Let's start from green fresh grass. The whole idea of the tileset is to make them as clear and readable as possible, so not to hurt someone eyes.

Devlogs & Projects / Promised Lands (DF clone)
« on: May 15, 2018, 09:52:07 am »
Hi everyone! My name is Ivan, a freelance artist from Belarus.

To begin with, I am a Dwarf Fortress fan, really like this game, but at the same time find it extremly frustrating and hard to get joy.
Since my first attempt at DF, I started to put down my own ideas about how a game of this kind should looks like. Not only visuals, but game mechanics and overall game-to-user interactions. Every aspect of the original DF to my mind is an awesome idea, yet completely broken.

So, I would like to share with you my little project, a sand-box game called Promised Lands (WIP name, though). As a DF clone, I want to make it completely free and open-based. There is a high possibility, that there could be no game at all as a result, so it would be a good practice for my pixel-skills. Sort of fun even better compared to just playing a game. And I hope for C&C that will help me improve my skills and the whole idea. You don't need to ask me if you would like to use any sprite in your DF modification.

Also, I need to mention, that I was hugely inspired by the SpaceFox tileset, which is my favorite. I should thank the creator of it, and a guy named Dibujor, their sprites are awesome.

Okay, let's start with our first (out of 4) ingame fractions - the Humans! Dwarfs, Elves and Orks&Goblins are to come, but Humans are the basic option for now, so we can test all the game mechanic. A very flexible race, that can handle any problem in the modern fantasy world. :)
Did I mention that the tile scale is 24x24 px?
And the pallette is nothing but a limited one, endesga-64, for test sake, don't want to get drown on shades early on.

My name is Ivan, I am from Belarus, a freelance artist.
Do pixels for a year.
How do you do? ::)

General Discussion / Re: Finding the right tool
« on: May 14, 2018, 10:46:40 am »
Using PyxelEdit and Aseprite for about a year. Using ancient Trust graphic tablet, but it used to be in a pro-league.
So, Aseprite is da best, Aseprite 4 life. Extremely powerfull, but more important convinient and joyfull to work with. Topnotch for arts and animation.
The only issue is the pixelated interface. I do kinda like it, but sometimes I would like it to change for something more laconic and comfortable, vital when a big project is on the run.
PyxelEdit is a dissapointment. No hotkeys to be assigned, laggy as hell, lacks some instruments and features. Still, it's the best instrument for tiles. Wow, it really does his job with tiles, nothing compares to him. Tiles, lots of them, any kind, fast and clever, instant edit on every layer. I love PyxelEdit, and hate it.

Yep, there is a PRO Motion, I had some huge plans for that app, I was almost ready to buy it for it's original price. Thanks for Steam I could refund it in time. God help me, this programm is forcing you to forget any good workflow habbits. My thoughts about it - It was designed by one person for this one particular person to do his personal pixels. It's an extremely powerfull application, maybe it covers EVERYTHING of pixel art you would ever need. But you will never learn how to work fast and fluent in it. So many doubtfull desicions, strange ways to do simple things, ancient interface... I ragequit it.
BTW, if you want to do big pixelart or more like some binary art - have a look at Paint Tool SAI2 (mind the 2 version!). It's like a PS on minimals, but you will love it. A special binary pen at your service, with all the standard features any serious graphic art can provide. Also - pen stabilization and possibility to rotate canvas.

So, that's an IMHO, don't forget.

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