AuthorTopic: Platform game tiles  (Read 6032 times)

Offline Pixelnick

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Platform game tiles

on: March 07, 2016, 06:35:22 pm
To set the scene: I am a programmer, not an artist. I am trying to draw "programmer art" which is good enough to present the game on Kickstarter with the intention to raise funds for a real artist. Any feedback would be massively valuable for me.

In this image, please focus only only the foreground tiles and tree, ignoring the direction of lighting from the lantern. I have included a fully rendered image with the lighting system also.





Offline DevilBlackDeath

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Re: Platform game tiles

Reply #1 on: March 07, 2016, 08:12:13 pm
Wow ! Well I do like the general feeling a lot. You have a pretty good basis to be an artist  IMHO. Personally I'd add more texture to the border of the tree, the solid patches of color on its border look a bit out of place. And also maybe add a bit of texture to the inside of the dirt and make it black altogether, depending on how you feel about it. However I do realize how hard texturing dirt correctly is, and can't do it myself at all so that's mostly an advice I couldn't apply myself eheh

Offline Pixelnick

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Re: Platform game tiles

Reply #2 on: March 07, 2016, 08:48:30 pm
Thanks - I'd like to make the centre black, that would also help the game flow from area to area (Metroid style) but I really struggle to make it blend well in the simplistic style I'm using.

Offline DevilBlackDeath

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Re: Platform game tiles

Reply #3 on: March 08, 2016, 10:59:31 am
Thanks - I'd like to make the centre black, that would also help the game flow from area to area (Metroid style) but I really struggle to make it blend well in the simplistic style I'm using.

Well as far as I've seen in 2D games, both modern and recents there are multiple options I can remember :
-Make a gradient : The problem with that is that if you go overboard with your gradient (too may tones) it won't look good with the limited palette of pixel art
-Make a border : Make a border just like the actual border you already have for the side around the edges
-Add detail and lessen it : Add just a little bit of texture to the brown, and you can go with less and less detail until the details fade to black, that's hard to actually explain, but it's mostly used for stone anyway

Also, I'd say that a black tile center shouldn't be black but really more greyish (probably dark pale blue).

Maybe some tiling experts will be able to determine which is better for your case ;)

Offline Pixelnick

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Re: Platform game tiles

Reply #4 on: March 09, 2016, 11:50:13 am
I've gone for the black central section and a substantially different style. Comments and critique on the foreground tiles is very much appreciated.

Offline kilenc

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Re: Platform game tiles

Reply #5 on: March 09, 2016, 08:16:26 pm
I think the brown you're using is too dark on those tiles, it draws our eye away from the main character. a lighter, more neutrally saturated brown would command less attention, i think

Offline Pixelnick

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Re: Platform game tiles

Reply #6 on: March 09, 2016, 08:35:47 pm
To be honest, I shouldnt've posted the tiles in context, many of the surrounding graphics will change. Do you think the rock colours are too bold in general?

Offline Pixelnick

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Re: Platform game tiles

Reply #7 on: March 10, 2016, 10:26:27 pm
Any critique welcome. This screenshot includes a lighting shader.

Offline MysteryMeat

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Re: Platform game tiles

Reply #8 on: March 11, 2016, 02:09:44 am
I'm not sure how to say this right, but it feels like the tiles are too "complex" now?
They're certainly good tiles, don't get me wrong on that, but the original tileset, as simple as it was, kept the eye focused on the player character through that simplicity, and it feels like the more complex tileset might have lost that a bit.

Might be helpful to see it in motion though, before any big changes are made.
PSA: use imgur
http://pixelation.org/index.php?topic=19838.0 also go suggest on my quest, cmon
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Offline Atnas

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Re: Platform game tiles

Reply #9 on: March 11, 2016, 06:49:00 am
Hmm, in my opinion the shader wasn't working until just now. It always felt out of place, like too high detail lighting with too low detail art assets. Now they are beginning to match up. Just offering a differing opinion.