AuthorTopic: Tileset for a mockup  (Read 4759 times)

Offline rapio

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Tileset for a mockup

on: May 22, 2010, 08:23:53 pm
Well, i've been working on a tileset for a mock-up,
this is what i have so far:

I'm having some isues with the grass, so i made two versions of it, they both bothered me so i moved on, the next ''challenge'' the water, i had no idea on how to make it even remotely look like water so i haven't got a tilee for it yet, anyway, i would like some help overal with these things

thanks in advance!

Offline McClaneGames

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Re: Tileset for a mockup

Reply #1 on: May 23, 2010, 12:06:21 am
The grass and such look very nice, however the water doesn't look much like water - or anything for that matter.  Also, the trees lack form, and look too thick and have no branches, plus the leaves are not defined and the top is a bit too condensed.

Offline rapio

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Re: Tileset for a mockup

Reply #2 on: May 23, 2010, 08:18:43 am
i have no water tile yet :P

anyway, i'll work on the things you said.

edit: update
« Last Edit: May 23, 2010, 11:00:49 am by rapio »

Offline JJ Naas

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Re: Tileset for a mockup

Reply #3 on: May 23, 2010, 05:28:01 pm
I'll repeat one of my old "lollipop tree" -critiques for a similar case here:

---------------
"
Have you tried to plot out what actually happens inside the foliage? If your tree were stripped of leaves, the size of the branches would be almost as big as the visible roots.




In reality the trunk part is a tiny section compared to the leaf section:




Doing realistic proportions might not be that handy in game graphics, but still, even when the trees are strongly stylised in games, the leaf section is considerably larger than the trunk. In the second pic from Link to the Past it's actually mostly roots, thr trunk is hardly visible at all.


"

----------------------


I like the ground tiles, nothing to whine about there.
« Last Edit: May 23, 2010, 05:39:42 pm by JJ Naas »

Offline rapio

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Re: Tileset for a mockup

Reply #4 on: May 24, 2010, 08:36:24 am
hmm so you mean like this..?

Offline JJ Naas

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Re: Tileset for a mockup

Reply #5 on: May 24, 2010, 11:57:50 am
Something like that, maybe with a shorter trunk, but the real test would be to see what it looks like planted on top of the ground tiles. Casting a shadow would be nice touch as well.

Offline rapio

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Re: Tileset for a mockup

Reply #6 on: May 24, 2010, 01:25:36 pm
it looks so bad -_-



but it's still better then before

Offline Larwick

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Re: Tileset for a mockup

Reply #7 on: May 24, 2010, 01:43:59 pm
I would suggest the leaves of the trees be further from the colour of the grass than they are now. Notice the refs from secret of mana and zelda that JJ Naas posted, their tree tops are clearly separated from the ground/grass due to colour choice. This helps the player understand the layout of the map quickly.

What happens at the moment if the player goes behind that large tree? Surely they would dissapear? Do you want that to happen? I know you're just making a mockup but it's important that everything could work fine if it was a real game.

Offline rapio

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Re: Tileset for a mockup

Reply #8 on: May 24, 2010, 02:14:13 pm
Do you have any suggestions for what kind of pallete i should use instead, if i just make it more blue it looks like some kind of high staturated goo,
as for the dissapearing problem, i think that i will apply the same technique as in 3d games, namely the object in front of the character becomes transparent/ invisible, i've always like that system hence the choice