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Messages - Deidara
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1
Great link, exactly what I was looking for! Thanks  ;D
This is the new result.


2


The top is what I came up with after looking at some tilesets and applying it to a flattened tent shape.
Is this kind of the right way?

It's quite problematic that there doesn't seem to be a single right use of this projection.
For example Zelda games also show the back part of roofs as half tiles, where as other games hide the back of roofs completely.
Both look good, even though the same camera is uses so one of them should be "wrong".

3
Pixel Art / Problem with top-down orthographic elliptical objects
« on: May 23, 2017, 07:38:53 pm »
Hello,

This must be a really newbie question but I cannot find any good rules of thumb or resources on how to draw elliptical objects in a top-down orthographic projection. All that comes to me is that the "back" part of the circle needs to be flatter than the "front" part, but I cannot envision this even after looking at existing artwork.  ???
The object in question I am trying to make is a yurt. It looks well enough on its own but when applied to the rest of the image it looks really off because of the difference in perspective. Would appreciate some pointers on this.




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General Discussion / Re: Creating tilesets - standardisation?
« on: January 31, 2017, 05:40:56 pm »
This template may help you:

http://opengameart.org/content/seamless-tileset-template-ii

Because of the style of tileset you're making, this template has some superfluous tiles, but if you remove those, it should cover everything you need.

I googled as hard as I could, but there's a relevant tutorial which I failed to find. Does anyone know where to find that excellent guide about making efficient grass/dirt tilesets? It advises breaking a tileset into smaller chunks, as in, going from a 2x2 grid of 16x16 grass tiles to a 4x4 grid of 8x8 grass tiles. I think that the whole guide is a big image file on deviantart or something, which makes it tricky to google.

I'm not sure I'm correctly understanding your problem with Tiled. Did you modify an existing terrain? That could explain the weird water properties. You might have better luck using the tilesets tab instead of the terrains tab.

Edit:

I couldn't seem to replicate your problem. Is this what you were aiming for?

That's a great link, thank you very much! That is exactly the thing I was looking for.
Your solution of using the top-inner tile with separate edges on another layer is what I tried too initially, but that's kind of inelegant and looks off. My problem with Tiled could be fixed by filling the part I circled manually with the right tiles. What I wanted was getting another instance of the topleft island as an extended row like the one below the circled area. What I didn't think of was that the small island is larger than 1 tile so for Tiled it looks like I want to fill up the entire area. Could be fixed by drawing the row on a new layer but that means the left edge gets drawn over the existing ground tiles, making it look like the row is floating in the air. Guess there are some limitation and you shouldn't rely on the brush mode entirely.
 
Nevertheless, thanks again for that link, that will help me out a lot  ;D

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General Discussion / Creating tilesets - standardisation?
« on: January 31, 2017, 02:35:13 pm »
I have a question about tilesets for environments. I'm trying my hand at a first videogame and plan to make levels with Tiled in the brush mode. I have tried making several tilesets that work for the most part, but it seems I am always missing some tiles or having some extra that are unnecessary. I looked for some sort of standardisation and also looked at how other games handle their edges and corners. Link's Awakening for example takes the path of making transparent corners and just slapping those on any environment, which is too apparent. Other games have all sorts of small extra corner tiles which wouldn't work too wel with Tiled.

Is there some sort of standard set that can be filled in with any sort of environment like the single tile, double tile, corners etc? For example as to what I'm having problems with, this is the tileset for water and land what would stick out of it. It is created by following what most other tilesets do. I notice that I am missing some ways to make bends and there is no tileset for a single hole.



And this is what I mean with problems when creating tilesets in Tiled, as you can see there is no way to leave a single block of space when trying to put down a tile at the marked  position, it autofills the tile below as ground even though a water tile would fit with no trouble.



Probably a very arbitrary question and I'm probably way overthinking this, but making tilesets seems to have very strict guidelines.

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2D & 3D / Re: Difference between sizes for base and finished characters?
« on: January 31, 2017, 02:24:47 pm »
I I understand the fear of sounding unprofessional if you ask the client for clarifications, but it's not. Try to get as much information from the client about what he wants. Ask him to send examples of what exactly he wants,  both from an art-style standpoint and a technical standpoint.

Lack of questions looks worse than too many questions. Worst case scenario, you make something totally different than what the client wants.
Seconding Achrileg. There is no "rule" for how much space a character takes up, and the professional thing is to ask. Usually employers provide style examples to guide you, and if they haven't done that, you should ask if they have any such examples for you.
It's possible that they want you to make these decisions, in which case just go with what you think looks good and fits well with the rest of the assets.

Thank you for the replies. The client in question was a beginner at gamemaker and wasn't sure about this himself, but the issue has been resolved :)

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2D & 3D / Difference between sizes for base and finished characters?
« on: December 15, 2016, 02:45:26 pm »
Sorry if this has been asked already but I didn't exactly know how to search for this correctly and google doesn't really bring up results. I was asked to make a character base for a 32x32 tileset game with a 32x64 character. Is there a certain rule of thumb for how much space "naked" characters should take up in this size, so their clothed versions do not fall beyond this boundary?  ???
Spritesheets on the web are all over the place, with some having character bases that only take up half of the size and others taking up the entire image.

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Pixel Art / Re: Lost Planet 2 Ex-NEVEC Soldier
« on: July 03, 2010, 05:11:38 pm »
This is a pretty nifty design.

I would advise using video game space marines as reference. The gears of war kind may be bulky but Master Chief from Halo or Isaac from dead space look pretty slick and at the same time intimidating.

Example:

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2D & 3D / Re: Bitten by the sidescroller bug...
« on: July 03, 2010, 09:08:24 am »
I love this!

Although I liked the enemies better before you make orange the main color. The white fits better IMO.

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Pixel Art / Teleporter and other stuff
« on: July 03, 2010, 08:32:31 am »
Hello everyone.

I've been a member for quite a while now but I'm still new to this. I mainly make digital art (although not very good one) and am still trying to find tutorials that can really help me on my way.

Most of this stuff is just testing how pixel art works in general:

Handheld


Random something


Card weapons


iPhone (posted this one already a long time ago)



The following piece I'd like to finish. I'll be searching for more tutorials on how to properly shade these forms and how lighting from the middle beam would illuminate the piece.
My question here is the perspective. It's a bit weird but the top piece should indicate you are looking at the teleporter from the left. Does the perspective convey this? And do the top and bottom pieces look like discs or is the perspective from those off as well?

Teleporter


Edit:
What I mean with perspective from the left.

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