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Posted: 17 Mar 2006, 00:52
by Crush
2:1 aspect ratio version (hack job):
Image
Looks much too flat in my opinion. Anything in between would need even more tiles.

Posted: 17 Mar 2006, 07:21
by ElvenProgrammer
Looks better than the other ones in my opinion.

Posted: 17 Mar 2006, 11:48
by Yuuki
ElvenProgrammer wrote:Looks better than the other ones in my opinion.
=/ but the wall looks a bit flat :roll:

omg, bbl i'm at university.

Posted: 17 Mar 2006, 12:32
by EJlol
ElvenProgrammer wrote:Looks better than the other ones in my opinion.
i agree

Posted: 17 Mar 2006, 13:40
by Crush
Cool, Neko-Mon is back!

Well, when you all think the flat version looks better i will make it that way.

Posted: 17 Mar 2006, 15:06
by Tenche
So im gessing no one heard my suggestion... o well

Yeah Nekoman is the only brasilian dude i know who can actually do art well lol

Posted: 18 Mar 2006, 14:56
by Crush
a little showcase with some new tiles:
Image

Posted: 18 Mar 2006, 15:18
by ElvenProgrammer
Again the mud path should be larger. The straw in the mud field could look more stable if you place a wooden pole inside it maybe. The other field could be a little more high. Anyway it looks very nice in general.

Posted: 19 Mar 2006, 08:35
by tobiasgall
Hm, I don't like the grass.

I prefer a brighter one, like in this "Secret of Mana" screenshot.
Image

I think this makes the world a lot friendlier. And that's the reeason, why I like "Secret of Mana" that much. It's a bright, colorful and friendly world.

Just my opinion :-)

Posted: 19 Mar 2006, 13:15
by Dark-Syaoran-BR
tobiasgall wrote:I think this makes the world a lot friendlier. And that's the reeason, why I like "Secret of Mana" that much. It's a bright, colorful and friendly world.

Just my opinion :-)
me too :D

Posted: 19 Mar 2006, 17:13
by Crush
Funny. Whenever i present a showcase to show my newest tiles in action people are ignoring all the new stuff i want to hear comments about and start complaining about all the old stuff.

Just FYI: The grass was much brighter once. see some of the pictures in the middle of the old woodland thread. but i made it darker because people complained that it would "hurt their eyes".

By the way: the tilesets from SoM 1 are quite sub-par from an artists point of view. most tiles are just random noise patterns without any detail. The tile art from later squaresoft titles like chrono trigger or Som 2 (Seiken Densetzu 3) is far superior.

Posted: 19 Mar 2006, 17:48
by Modanung
Crush... when will you learn the difference between brightness and saturation?
Image

With the screenshot from SoM tobiasgall showed he clearly did not mean he would like more saturated grass.

Posted: 19 Mar 2006, 18:10
by Crush
i reduced the saturation AND the brightness of the grass. Noone mentioned saturation here.

Posted: 19 Mar 2006, 18:13
by tobiasgall
Modanung wrote:With the screenshot from SoM tobiasgall showed he clearly did not mean he would like more saturated grass.
That's exactly what I meant.
SoM is colorful, but it doesn't hurt the player's eyes.

This is the same SoM screenshot which hurts in your eyes:
Image

What did I do?
I increased the saturation.

This is your tile set with decreased saturation and increased brightness:
Image
You see? It's brighter, but it doesn't hurt.
I mean the grass, not the building / straw.

And sorry for not reading the old discussion, I am new here :roll:

Posted: 19 Mar 2006, 18:29
by Crush
Then when you speak about saturation SAY saturation.

Anyway, i am not interested in the 4324523075th off topic discussion about the grass color. I'm just sick about that topic. when you think that it is wrong then get the tileset from svn or your tmw folder, change it yourself and post the changed tileset for discussion (but please not in this thread or any other thread about a completely different topic). When the majority thinks that it is better your way i won't object.

So is there anyone who got any comments about the wheat field, the house or the apple trees? or any useful suggestions for new tiles?