AuthorTopic: [wip] RPG Mockup. C&C  (Read 4020 times)

Offline Vakinox

  • 0001
  • *
  • Posts: 65
  • Karma: +0/-0
    • View Profile

[wip] RPG Mockup. C&C

on: June 24, 2013, 02:55:37 pm
Need a bit of help on some tiles to forward progress on a mockup for GB-style game.



Attempted to create a 2bit Pine Tree and a corresponding stump,
because the tress are able to be chopped down in-game.

The tree needs more work, but I'm a bit stumped on how to correct it visually
And have it suite the shape of the leftovers.
My progress so far:



Also, there's a lightpole/streetlight that may need a little C&C too if possible.



Any and all contribution is welcomed.
Please comment when possible.

Offline Vakinox

  • 0001
  • *
  • Posts: 65
  • Karma: +0/-0
    • View Profile

Re: [wip] RPG Mockup. C&C

Reply #1 on: June 24, 2013, 06:35:27 pm
[Update:]



Changed the Black to a brown color to soften the clash in the picture.
Also, straightened to tree a bit more and trimmed the size of the base and the stump.
Edited the street light, removing jagged edges and made more appealing.

Look any better?
What else can I do?

Offline Facet

  • 0010
  • *
  • Posts: 425
  • Karma: +3/-0
    • View Profile

Re: [wip] RPG Mockup. C&C

Reply #2 on: June 25, 2013, 02:58:44 am
I'd concentrate on working your tones more: massing them & giving objects a strong tonal identity according to function/importance. Below I used the mid-dark for obstacles and lightest for higher/important stuff, downplaying the importance of interior detailing.

Unless I'm missing something here you're missing a fourth tone; sprites are limited to three (usually dropping a midtone for contrast) but tiles have all four.



« Last Edit: June 25, 2013, 03:22:29 am by Facet »

Offline Vakinox

  • 0001
  • *
  • Posts: 65
  • Karma: +0/-0
    • View Profile

Re: [wip] RPG Mockup. C&C

Reply #3 on: July 02, 2013, 03:37:30 pm
Apologies for the late update, had surgery to remove my wisdom teeth.

Attempted to implement the advice that was given, but progress was difficult.
After converting the scene into tiles, this is what I come up with:



Then I went back and worked on my old graphics, improved them.
And tried to translate them into a suitable scene relatable to the one you gave.



All in all, it still isn't great and has loads of room for improvement.
I'm really having trouble attempting to manifest whatever was visualized during the pseudo-graphic's creation.
It's very creative, original, and something I would like to figure out to materialize in image, but it's hard.

Any suggestions, advice, etc? All contributions welcomed.

Offline ErekT

  • 0010
  • *
  • Posts: 330
  • Karma: +0/-0
  • fistful of pixels
    • View Profile

Re: [wip] RPG Mockup. C&C

Reply #4 on: July 05, 2013, 12:02:32 pm
Yours look good but too symmetrical, especially for a medieval times setting when everything was built by hand. You could try to break up the straight edges and add irregularity to the roof tiles, grass, and the lamp glow like Facet did in his edit. Good trick to make things more organic and interesting to look at.

Offline Mr. Fahrenheit

  • 0010
  • *
  • Posts: 326
  • Karma: +0/-0
    • View Profile

Re: [wip] RPG Mockup. C&C

Reply #5 on: July 05, 2013, 01:05:19 pm
Also notice on how in facets textures he just hinted at the texture and didnt cover the entire tile in that pattern.