AuthorTopic: GR#079 - RPG Tiles - Chip 16  (Read 19858 times)

Offline Chris2balls

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GR#079 - RPG Tiles - Chip 16

on: November 14, 2011, 01:01:14 am
Hello!

I'm working on an RPG tileset so I can make a few mockups to showcase my palette.
I'm having some difficulties rendering the rock's volume, so I've come here to ask for your help!

Here's the WIP so far:

Mockup:
Here's the palette used:

My main influences are Shawn's 8-bit RPG tiles, Link's Awakening and Final Fantasy 6.


If there is anything else that attracts your attention just say so!  :)
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Offline Phlakes

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Re: RPG Tiles - Chip16

Reply #1 on: November 14, 2011, 03:44:32 am
I think it's the vertical lines that keep the rocks from having much volume. Makes them look more like textures on vertical pillars than independent shapes.

Offline questseeker

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Re: RPG Tiles - Chip16

Reply #2 on: November 14, 2011, 10:24:28 am
Tiles you might add:
  • Tree variations (both the isolated one and the tileable "forest" version); elements like holes, distinct branches, outline variants and bird nests could be arranged to be entirely contained inside one of the sub-tiles.
  • Transitions between packed forest and grass, both for the outside edges and to carve paths and glades within. You might plan to use sub-tiles of the isolated tree as transition, but you need to add something for the staggered trees to allow for any width and height of tree patches.
  • Flowers, sparser rocks, etc. as grass variations
  • Wider windows (2 or more squares: left terminal, 0 or more middle sections, right terminal)
  • Gables (facing left, front and right), possibly also in wide variants like wall windows
  • Façades without balconies/rails (especially for ground floor use, but also to break balcony "belts" in upper floors into meaningful architecture)
  • Stairs and terrace walls matching the pavement tiles, to make cities with plausible barriers and/or that look like they are built on a hill side.

Offline milleja46

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Re: RPG Tiles - Chip16

Reply #3 on: November 14, 2011, 01:51:15 pm
Those are some good tiles/pixel artwork just a few things i noticed:
1.) you make the rocks on the cliffs and such so much the same that there's no randomness and such
2.) the random dark green grass reveals more so your grid
3.) also there's a sudden change to the town from the wilderness/forest you need to add a more smooth transition between the two...

Offline Ichigo Jam

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Re: RPG Tiles - Chip16

Reply #4 on: November 15, 2011, 06:37:47 pm
I like the style of this, so I tried a quick edit on your cliffs:

Offline milleja46

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Re: RPG Tiles - Chip16

Reply #5 on: November 15, 2011, 07:07:51 pm
^ That right there is probably what it needed actually originally, it didn't look like you'd given much depth to the cliffs...so the shading changes that Ichigo added are pretty good to follow  :D

Offline Chris2balls

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Re: RPG Tiles - Chip16

Reply #6 on: November 17, 2011, 08:02:46 pm
Thank you very much, guys! :D

questseeker: I think those are good ideas! However, what you read as balconies/rails are in fact more beams. If any more of you have difficulties reading these, say so, I'll most likely get rid of them altogether.
Here was my reference, on the right.

milleja46: good points; I was planning on creating several versions of the grass tiles, with patches of light/dark grass or not, to break the grid. I was thinking that a darker dirt path could be a better transition for going out of town.

Thanks again Ichigo Jam, that looks great! I'll update these as soon as possible.

If there's anything else you'd like to remark on, suggest or whatever, please say so! :)
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Offline Redshrike

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Re: RPG Tiles - Chip16

Reply #7 on: November 17, 2011, 09:24:28 pm
I think the reason the rails/beams are reading as rails is that they're so much darker than the other beams.  It makes them look like they're in the foreground.  If you tone them down a bit they should blend back into the wall.

Offline Chris2balls

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Re: RPG Tiles - Chip16

Reply #8 on: November 20, 2011, 10:47:54 pm
I've only had time to work on the house:

Changed the top version, bottom version is without the other beams.

EDIT: Added the dirt/cobble transition tiles.

EDIT2: Added more house tiles.
« Last Edit: November 21, 2011, 11:56:46 pm by Chris2balls »
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Offline Chris2balls

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Re: RPG Tiles - Chip16

Reply #9 on: November 23, 2011, 07:11:58 pm
A little bump with an update on the rocks and a few tiles:
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