AuthorTopic: rudimentary tileset, just getting started  (Read 2790 times)

Offline Lord Ash

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rudimentary tileset, just getting started

on: July 23, 2008, 06:26:52 pm
well, Im a horrible pixeler. that much I know. Im trying to make a couple dozen tiles for my 8-bit platformer. I posted a pic earlier, but I was in the wrong area and I'm wanting to start a project thread proper.

Here is the start of a tileset, it also has a couple of pickup items right now, those will probably be moved at some point to a sprite sheet separately. For now, I'm keeping them in one place.
OLD



as you can see, I have my work cut out for me. I have a couple of tiles I did earlier, that Im thinking of going back to, I think they look better. I fired up an NES and I have been looking at a lot of their tiles, but I just can't quite get it.

pointers ? direction ? give up now ?


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« Last Edit: August 20, 2008, 06:56:24 am by Lord Ash »

Offline Antago

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Re: rudimentary tileset, just getting started

Reply #1 on: July 23, 2008, 07:05:05 pm
Looks nice. Don't understand what a lot of them are
Your "blocks" are beveled weird to me. If you look at the highlight edge, at the very bottom you have the shade come up a pixel or two. Then on the shadow side at the right a highlight goes down a pixel or two. That is pretty weird (I am referring to the gray blocks).

Also, refer to Mario Bros blocks. They come to a sort of peak in the center:

Offline Lord Ash

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Re: rudimentary tileset, just getting started

Reply #2 on: August 20, 2008, 06:57:10 am
newest version in first post

made a lot of changes, am I moving the right direction ?

Offline PypeBros

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Re: rudimentary tileset, just getting started

Reply #3 on: August 20, 2008, 01:43:47 pm
i'd suggest you to build up small mockups so that we can better understand the function of each block (e.g. the keyhole is obvious, the ladder absolutely not).It also seems to me that light source is not consistent...