Posted: 07 Feb 2008, 21:56
Len wrote:Heres the moss I made for the Forest tileset and never used..
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Len wrote:Heres the moss I made for the Forest tileset and never used..
Chrono Trigger's caves rocked.Len wrote:I think we should avoid the blockyness of the current caves and try for something more organic like in Chrono Trigger
My sentiments exactly!Jetryl wrote:Chrono Trigger's caves rocked.Len wrote:I think we should avoid the blockyness of the current caves and try for something more organic like in Chrono Trigger
And here's a hint - a lot of it had to do with the floors; in making caves, try and make multiple varieties of floor, and have at least one walkable variety be strewn with small boulders and rubble. (It's assumed you use single, larger "placeable boulders" to do the unwalkable variety). Real cave floors are strewn with rubble; cripes, the basically are rubble, unless enough sediment has deposited on top of them. The current cave floors look like a blank cement floor.
A lot of it also had to do with the walls being curved, and having "legs" that extended out over the cave floor - legs on which the flattened end parts were walkable.
I like all the ideas, I was thinking in something like that but also add some low header places like passages and connections, I'll try some concepts to start with, still not convinced about the brown color and vertical shapes, I would like to do something green or yellow with horizontal shapes just to have something new, what you think ??Len wrote:My sentiments exactly!Jetryl wrote:Chrono Trigger's caves rocked.Len wrote:I think we should avoid the blockyness of the current caves and try for something more organic like in Chrono Trigger
And here's a hint - a lot of it had to do with the floors; in making caves, try and make multiple varieties of floor, and have at least one walkable variety be strewn with small boulders and rubble. (It's assumed you use single, larger "placeable boulders" to do the unwalkable variety). Real cave floors are strewn with rubble; cripes, the basically are rubble, unless enough sediment has deposited on top of them. The current cave floors look like a blank cement floor.
A lot of it also had to do with the walls being curved, and having "legs" that extended out over the cave floor - legs on which the flattened end parts were walkable.
And thats one reason I believe that many of the old maps/tilesets need a lot of work.. ><
Caves are generally shaped by water, which has been dripping and depositing minerals (creating vertical shapes)AxlTrozz wrote: I like all the ideas, I was thinking in something like that but also add some low header places like passages and connections, I'll try some concepts to start with, still not convinced about the brown color and vertical shapes, I would like to do something green or yellow with horizontal shapes just to have something new, what you think ??
Note: I bought a wacom tablet and still trying to make it work with Gimp and XP any advise is welcome
Interesting....AxlTrozz wrote:
Starting something... - green -
Lets not say "emulator" lets call them Screen shots from an undisclosed sourceCrush wrote:@Len: When you switch off bilinear filtering in your emulators display post processing settings it is much easier to examine squaresofts pixel art technique.
umm.. forgive me for sounding stupid, but I can't tell what this image is supposed to be.AxlTrozz wrote: