Page 19 of 21

Re: temple development by Axl

Posted: 02 Jun 2008, 19:38
by AxlTrozz
Just to show my WIP...

Image

Re: temple development by Axl

Posted: 02 Jun 2008, 19:48
by Crush
You shouldn't use vanishing point perspective. The whole game is drawn in an orthogonal perspective (the 2d engine enforces this style). It will just look wrong when integrated into a real map.

Re: temple development by Axl

Posted: 02 Jun 2008, 19:57
by AxlTrozz
I hope this looks better

Image

Re: temple development by Axl

Posted: 04 Jun 2008, 17:51
by AxlTrozz
added the door and snakes, also fixed minor issue on the windows, shadow on door less dark

Image

Re: temple development by Axl

Posted: 04 Jun 2008, 17:57
by Crush
How far away are you from a tileset which can be used?

Re: temple development by Axl

Posted: 04 Jun 2008, 18:17
by AxlTrozz
In fact, create the tileset is the hardest thing for me, every single time I try to create one, nothing matches :( and always take me back from finish, this new try is based on the actual tilesets but I always have to fix issues by hand, Im not giving up but I'm still far from a real useable tileset

Re: temple development by Axl

Posted: 12 Jun 2008, 20:21
by 5t3v3
Well I'm glad to hear you're not giving up, I tried fixing them myself but I rly suck at pixel art, and I'm dying to use these tiles for mapping :)

Keep up teh good work

Re: temple development by Axl

Posted: 13 Jun 2008, 02:34
by Saphy
AxlTrozz wrote:In fact, create the tileset is the hardest thing for me, every single time I try to create one, nothing matches :( and always take me back from finish, this new try is based on the actual tilesets but I always have to fix issues by hand, Im not giving up but I'm still far from a real useable tileset
How do you create tileset? Using gimp with grids?

Re: temple development by Axl

Posted: 13 Jun 2008, 02:49
by AxlTrozz
Saphy wrote:
AxlTrozz wrote:In fact, create the tileset is the hardest thing for me, every single time I try to create one, nothing matches :( and always take me back from finish, this new try is based on the actual tilesets but I always have to fix issues by hand, Im not giving up but I'm still far from a real useable tileset
How do you create tileset? Using gimp with grids?
yes, copying and paste on Gimp, saving as xcf using layers but saving a copy as a png file, and this is what I have now...and again it doesn't match, heh

Image

Re: temple development by Axl

Posted: 20 Jul 2008, 06:31
by Len
Image
I've started thinking about how we can integrate elements from the temple into the new desert I'm working on

Re: temple development by Axl

Posted: 20 Jul 2008, 16:39
by feline monstrosity
It'd be nice if the columns were a closer colour to the sand (or vice versa).

Re: temple development by Axl

Posted: 20 Jul 2008, 16:51
by Len
feline monstrosity wrote:It'd be nice if the columns were a closer colour to the sand (or vice versa).
I wouldn’t make such a change without AxlTrozz being advised and agreeing to it first (it is his baby after all)

Re: temple development by Axl

Posted: 20 Jul 2008, 18:01
by AxlTrozz
Len wrote:
feline monstrosity wrote:It'd be nice if the columns were a closer colour to the sand (or vice versa).
I wouldn’t make such a change without AxlTrozz being advised and agreeing to it first (it is his baby after all)
My honor Len, please do, if you need anything just let me know

Re: temple development by Axl

Posted: 21 Jul 2008, 08:09
by ElvenProgrammer
feline monstrosity wrote:It'd be nice if the columns were a closer colour to the sand (or vice versa).
I'd prefer them to have different colors and not to blend everything into the environment.

Re: temple development by Axl

Posted: 22 Jul 2008, 16:58
by Len
ElvenProgrammer wrote:
feline monstrosity wrote:It'd be nice if the columns were a closer colour to the sand (or vice versa).
I'd prefer them to have different colors and not to blend everything into the environment.
I tend to go with 3 layers of standing out (personal philosophy):
1. ground level: should have the dullest colors (no outlines everything blends into each other)
2. objects level: stands out from the ground level (with more contrast and maybe even a light outline)
3. player and dropped item level: stands out the most (heavily saturated with dark outlines)
I believe this helps create the illusion of depth

Image
I made a new texture that might be helpful to the outside of the temple not sure how it should be used yet