AuthorTopic: Tiles  (Read 19313 times)

Offline Opacus

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Re: Tiles

Reply #10 on: May 09, 2008, 11:09:06 pm

Update shmupdate. I added some foliage and started on a tree.

Offline buloght

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Re: Tiles

Reply #11 on: May 10, 2008, 01:05:39 am
Hey opacus :) your work keep improving so fast!

There is one thing that I always see in your stuff, is that you always lack darker shades. It's not that you lack contrast (I think these might be contrasted more) but it's you don't have shadow colours  and this makes where light fall not "visible", i can see the litted areas but they don't look highlighted if you know what I mean. The difference between shadow and light is what gives atmosphere and life. So imo, make your darker colours way darker and play more with shaded areas and litted areas.

Offline EvilEye

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Re: Tiles

Reply #12 on: May 10, 2008, 05:41:59 am
Personally I like the bright look. But you may have a problem later in distinguishing from sprites / background and foreground.

For instance the tree and shrubbery ( A SHRUBBERY! ), I assume are part of the background and I think need to have a different hue / lightness then the ground.

Example:

« Last Edit: May 10, 2008, 05:45:47 am by EvilEye »

Offline Opacus

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Re: Tiles

Reply #13 on: May 10, 2008, 09:59:29 am
So, I made an update. I hope this is a bit the direction you meant, Buloght.
Evil Eye: Yeah you got an interesting point too. I'll see if I can do anything with that.
I'm just gonna have to see how it works out when I have a base engine running.
Anyway, without further adue:

Offline Feron

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Re: Tiles

Reply #14 on: May 10, 2008, 10:21:27 am
here is an edit....



mainly on colors and stuff.



Offline PypeBros

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Re: Tiles

Reply #15 on: May 11, 2008, 01:26:47 pm
it might be a nice "graphical feature", but i think in your case i'd have avoid using the same colours for the tree and the rocks ... that would make us believe the tree is made of rocks too.

i'd also try using isolated pixels for the moss (or bring more noise in it) on the trunk, to make it clearly distinct from any sort of leaves.
« Last Edit: May 11, 2008, 01:28:53 pm by PypeBros »

Offline smiker

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Re: Tiles

Reply #16 on: May 11, 2008, 01:30:43 pm
i have got impressed whe i saw those tiles ( :O )
i think the colors should contrast a bit more, not for all but for edges' colors.
do you plan to do a game? do you have coders for it?

Offline Fool

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Re: Tiles

Reply #17 on: May 11, 2008, 02:41:44 pm
Thats some mighty rockin' rocks=)
But I'll go with PipeBros on tree issues, I would think of some different texture for it and/or different colors.

Offline philipptr

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Re: Tiles

Reply #18 on: May 11, 2008, 05:48:28 pm
First of all: nice work, looks very promising :)
since Arachne already covered the line-problem with the tiling, I thought I could contribute with another small problem I saw in the tiling..

edit:

What I tried to show is that it seems that you have a bright area next to a dark area at the same height while one should try to avoid such areas. Of course you shouldn't pixel all stones which are at the same height in the same tones, but if they differ too much the tiling becomes visible.
My edit is pretty bad, but still I think one can see what I mean ;)
It's not extreme in this case, but I thought this might explain a little what to look after when avoiding visible tiling.

Offline Opacus

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Re: Tiles

Reply #19 on: May 11, 2008, 07:29:54 pm
Thanks for all the edits 'n stuff like dat.
Anyway, here's an update. I hope this fixes most of the issues:

I've also created an alternative, but still rough, tree:


Which do you guys prefer?