AuthorTopic: [C+C] [WIP] help with rpg outdoor spriting  (Read 14218 times)

Offline CelioHogane

  • 0010
  • *
  • Posts: 108
  • Karma: +0/-0
    • View Profile

Re: [C+C] [WIP] help with rpg castle interior

Reply #10 on: April 10, 2015, 07:39:20 pm
did you try to use the characters with no outlines?

Offline Decroded

  • 0100
  • ***
  • Posts: 1285
  • Karma: +3/-0
  • Oh hai
    • View Profile

Re: [C+C] [WIP] help with rpg castle interior

Reply #11 on: April 12, 2015, 02:09:31 pm

Offline CelioHogane

  • 0010
  • *
  • Posts: 108
  • Karma: +0/-0
    • View Profile

Re: [C+C] [WIP] help with rpg castle interior

Reply #12 on: April 12, 2015, 03:03:33 pm


I think the idea was making that part higher.

Offline Seiseki

  • 0011
  • **
  • Posts: 915
  • Karma: +1/-0
  • Starmancer
    • OminuxGames
    • http://pixeljoint.com/p/35207.htm
    • StarmancerGame
    • View Profile
    • Starmancer Patreon

Re: [C+C] [WIP] help with rpg castle interior

Reply #13 on: April 12, 2015, 03:06:00 pm
You should try more contrast between the walls and floor. Right now it's kinda hard to tell the shapes.

A quick and dirty mockup. I tried black outlines around the walls first, but it looked kinda distracting..



« Last Edit: April 12, 2015, 03:07:41 pm by Seiseki »

Offline Decroded

  • 0100
  • ***
  • Posts: 1285
  • Karma: +3/-0
  • Oh hai
    • View Profile

Re: [C+C] [WIP] help with rpg castle interior

Reply #14 on: April 13, 2015, 02:01:27 am


I think the idea was making that part higher.
not sure what u mean but it makes no geometrical sense unless there's a ramp involved which I doubt.
u cant just put stairs up half the height of a platform and expect it to connect.

had to run last night but contrast is the big thing needing addressing as Seiseki pointed out.
The problem is that the reference artwork suffers the same problem which it might be able to get away with on the premise that its supposed to look rushed and crappy (I don't know I don't read it) but definitely needs more depth and stonger use of highlights.
a professional might take it further with large dark sections such as the wall behind the curtains with textured golden features that pop out.

Offline Kazuya Mochu

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

Re: [C+C] [WIP] help with rpg castle interior

Reply #15 on: April 13, 2015, 09:10:28 am
I know people sugested you remove the black outline on the tiles, but I think, considering how yellow everything looks, you could really help distingish what is wall and what is floor by having a black line as a good separation.
just my 2 cents though (if we still use that expression)
Image size doesn't matter! It's what you do with your pixels that counts!

Offline Decroded

  • 0100
  • ***
  • Posts: 1285
  • Karma: +3/-0
  • Oh hai
    • View Profile

Re: [C+C] [WIP] help with rpg castle interior

Reply #16 on: April 13, 2015, 12:28:25 pm
Yeah but it doesn't need to be pure black

Offline Kazuya Mochu

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

Re: [C+C] [WIP] help with rpg castle interior

Reply #17 on: April 13, 2015, 01:50:49 pm
No, thats true. The outline could be a darker tone of the wall color or even a bounced light color, if there's any.
Image size doesn't matter! It's what you do with your pixels that counts!

Offline CelioHogane

  • 0010
  • *
  • Posts: 108
  • Karma: +0/-0
    • View Profile

Re: [C+C] [WIP] help with rpg castle interior

Reply #18 on: April 13, 2015, 03:47:47 pm

Offline Seiseki

  • 0011
  • **
  • Posts: 915
  • Karma: +1/-0
  • Starmancer
    • OminuxGames
    • http://pixeljoint.com/p/35207.htm
    • StarmancerGame
    • View Profile
    • Starmancer Patreon

Re: [C+C] [WIP] help with rpg castle interior

Reply #19 on: April 13, 2015, 05:54:14 pm
not sure what u mean

This:


You need four steps or it's going to be too short.. As the 16px measurement shows.