AuthorTopic: Gameboy dungeon tileset  (Read 6936 times)

Offline Vine

  • 0001
  • *
  • Posts: 21
  • Karma: +0/-0
    • View Profile

Gameboy dungeon tileset

on: September 06, 2012, 04:27:44 am



Been working on a tileset for a generic dungeon, and ended up with this.
I can't shake the feeling that something feels "off" about it, but I can't really figure out what it is..
Aside from that, could anyone offer some critique on this set? :>

Offline PypeBros

  • 0100
  • ***
  • Posts: 1220
  • Karma: +2/-0
  • Pixel Padawan
    • PypeBros
    • View Profile
    • Bilou Homebrew's Blog.

Re: Gameboy dungeon tileset

Reply #1 on: September 06, 2012, 08:09:45 am
well, with such perspective, there are some things that work well and others that do not. thin walls, esp. produce an odd effect. For the same collision map, you'd better replace those isolated walls with some other kind of decoration (statues, jars, pillars, etc).
You're also introducing a lot of tile-level jaggies (hope the term makes sense) in oblique pathways.

to suggest some alternatives.

Offline r1k

  • 0010
  • *
  • Posts: 270
  • Karma: +0/-0
    • View Profile

Re: Gameboy dungeon tileset

Reply #2 on: September 06, 2012, 08:50:30 am
heres an idea on solving the tileing issue


I basically just reduced the height of the front facing walls to 75%, allowing some space for the roof/ceiling.  I think this solution works, but can also be used in combination with pypeBros solution since some tile arrangements might just look akward.
« Last Edit: September 06, 2012, 08:54:10 am by r1k »

Offline Kazuya Mochu

  • 0010
  • *
  • Posts: 436
  • Karma: +0/-0
  • ^thx Larwick
    • View Profile
    • my portfolio website

Re: Gameboy dungeon tileset

Reply #3 on: September 06, 2012, 09:52:18 am
I never really liked this "slanted walls" effect. trying to imitate conic perspective on a tile based image is an impossible match in my head.
Ive grown used to it by now, bit it always feels weird in a way.

I personaly prefer to just make the walls vertical, and have a thickness to them so you can then ilustrate them when they go north or south seeing that going east and west is easy.

as far as the pallet goes, I sort of expected something with not so much contrast.
how big are your tiles? the ground could use with some variation
Image size doesn't matter! It's what you do with your pixels that counts!

Offline PypeBros

  • 0100
  • ***
  • Posts: 1220
  • Karma: +2/-0
  • Pixel Padawan
    • PypeBros
    • View Profile
    • Bilou Homebrew's Blog.

Re: Gameboy dungeon tileset

Reply #4 on: September 06, 2012, 12:23:00 pm
I never really liked this "slanted walls" effect. trying to imitate conic perspective on a tile based image is an impossible match in my head.
I wan't trying to make the walls less vertical, in my edit, just to make the corners made of two 45° angles rather than one 90°. I have to admit that I didn't worked as I hoped: it looks very much like we had highly slanted walls instead >_<

Offline Kazuya Mochu

  • 0010
  • *
  • Posts: 436
  • Karma: +0/-0
  • ^thx Larwick
    • View Profile
    • my portfolio website

Re: Gameboy dungeon tileset

Reply #5 on: September 06, 2012, 02:17:57 pm
AH! so you are doing a wall that is vertical but at the top goes in a bit? like this:
Code: [Select]
  /
 /
|
|
|

is it that? on your edit it sort of looks like it a bit yeah but the dark line on the ground makes it expand a bit more and creates a line from the tip of the black line to the top of the wall. does that make sense?
Image size doesn't matter! It's what you do with your pixels that counts!

Offline PypeBros

  • 0100
  • ***
  • Posts: 1220
  • Karma: +2/-0
  • Pixel Padawan
    • PypeBros
    • View Profile
    • Bilou Homebrew's Blog.

Re: Gameboy dungeon tileset

Reply #6 on: September 06, 2012, 03:23:57 pm
Quote
AH! so you are doing a wall that is vertical but at the top goes in a bit? like this:
Not quite either. Rather

where that would be tiles seen perfectly top-down (no perspective at all).
The idea is: if you intend to have oblique passages (like often seen in RPG caves) rather than straight walls (as one would find in any Zelda castle), then you'd better have a tileset where shapes themselves are organic. That's because (imho)
Code: [Select]
8  888
88  88
888  8
feels more "natural" tha
Code: [Select]
#  ###
##  ##
###  #

But I tried to apply it quickly, to check whether the silouhetto update would do good without taking the time to actually extend to perspective and similar things.

Offline Vine

  • 0001
  • *
  • Posts: 21
  • Karma: +0/-0
    • View Profile

Re: Gameboy dungeon tileset

Reply #7 on: September 06, 2012, 09:59:43 pm


An update!
Decided to get rid of parallel walls, they looked kind of gross anyway.
If I decide I want them again I'll definitely downsize them 75%~ for ceiling room, it looks nice.

Followed Pype's advice of the slanted walls, and tried to add some shadows just to see how it'd turn out.
Something still feels strange, however.

Thanks for the feedback so far, I really appreciate it :>
Anything else I could do..?

Offline r1k

  • 0010
  • *
  • Posts: 270
  • Karma: +0/-0
    • View Profile

Re: Gameboy dungeon tileset

Reply #8 on: September 07, 2012, 11:08:49 am
the blocks are in a different perspective than the walls.