AuthorTopic: [WIP][C&C] Calculator RPG Sprites  (Read 2945 times)

Offline pikminboy111

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[WIP][C&C] Calculator RPG Sprites

on: February 25, 2012, 03:11:04 am
My friends and i are making a RPG for the ti-84, the whole reason why i joined this site and started pixel art ;D, and I'm wanting some criticism and help.
So looking for help i went through the trouble of copying all the sprites to the computer, Enjoy.


I'm happy with most of it except the cliff walls, and the tree sprites.
I'm trying to keep it clean looking because i played a nasty RPG on the calculator that i couldn't tell trees from the mountains.
And for the land edge sprites I'm trying to make it tile with both the water and cliff sprites which it dose for the most part.

LIMITS:
-128, 16x16 Sprites
-3 Color Gray Scale

P.S. I think we might need BETA testers.
« Last Edit: February 26, 2012, 12:38:22 am by pikminboy111 »

Offline 9_6

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Re: [WIP][C&C] Calculator RPG Sprites

Reply #1 on: February 25, 2012, 10:30:03 pm
It would help if you posted as a gif or png and if you laid the tiles out in a mockup cause right now, I can't see any cliffs in there.
Does scaling an image blur it?
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Offline Phlakes

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Re: [WIP][C&C] Calculator RPG Sprites

Reply #2 on: February 26, 2012, 02:31:17 am
Alright, I can barely make out what's going on in that mockup.

There are three things that give art priority- hue, value and the level of detail. Since it's black and white you can't use hue, and since you only have three colors to work with, it would be pretty much impossible to use value, so you have to differentiate tiles by giving them much different levels of noise and texture. Edit coming soon.

EDIT: Actually, post them as not-JPEGs first. JPEGed pixel art kills pandas.
« Last Edit: February 26, 2012, 02:35:05 am by Phlakes »

Offline 9_6

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Re: [WIP][C&C] Calculator RPG Sprites

Reply #3 on: February 26, 2012, 04:43:45 pm
So I cleaned your tiles up and rearranged them in a way that makes sense for someone who doesn't know how it works.


You have some problems with noise. Your tileset is way too busy.
Try to cut single pixels down and work with shapes.
Be careful with 3 color palettes, you might want to keep areas in which there will be sprites tidy or else it all becomes a mess that is hard on the eyes.
Don't use black where the player can walk. Use it to highlight obstacles.
You don't need that many leafs to convey "grass". And for the love of god, you certainly don't need black either.
That's just making things way too hard for yourself and for the eyes of your players.

->

« Last Edit: February 26, 2012, 04:48:55 pm by 9_6 »
Does scaling an image blur it?
Opera fix Firefox fix