Tiles

All development of pixel art, maps and other graphics.


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Modanung
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Tiles

Post by Modanung »

I did some tiles last night, I'll be doing more soon.

a desert/mud tile with some grassblades:
Image Image

and a full grass tile, which needs some modification:
Image Image

I'll be working on interdictionary tiled, or whatever they are called, next.
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i
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Post by i »

imo that tiles looks odd _-_
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Modanung
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Post by Modanung »

You mean the grass tile looking like a wormmass?
Personally I like it better than I thought it would turn out.

Could you be more specific in your comment?
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Post by Matt »

I like the second :)
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Pajarico
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Post by Pajarico »

Modanung, it looks good but need more work, you can see the limits of each tile.
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Post by i »

Image

prev. made in 15 minutes.
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Modanung
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Post by Modanung »

i wrote:prev. made in 15 minutes.
The tiles or the prev.?

Personally, I think the tiles (exept for the first one) look too... tiled. They could use some improvement.
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Post by ElvenProgrammer »

Well I guess he is right, maybe having some variation tiles could help, anyway here we're working more on the concept of soil.
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Post by i »

dont u exept too much from prev-tiles made in 10 minutes? XD
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Bjørn
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Post by Bjørn »

I think especially the mud with grass blades looks very nice.

Also I agree that Irukard should give some argumentation and not simply declare the tiles odd and then show some odd tiles of his own doing. Going on to make an excuse for them looking odd because of doing them in 10 minutes.
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Talaroc
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Post by Talaroc »

Mud with grass: Looks pretty nice, not a whole lot of visible grid. I would include more color variance within the mud, though; it looks kind of flat.

Grass: Although you did a nice job again eliminating the grid, this one's problematic. The grass blades are all separate shapes on a green background, which makes them look a bit more like leaf-like object lying on a flat surface than anything growing. Bringing the grass together so that it's more of a spikey mass, rather than an amalgom of shapes, should help quite a bit. Deeper shadow (dark green and perhaps flecks of dark brown) would also help. Try to eliminate the flat green background as much as is possible.

There's a really good reference site for tiles that I saw a while back; I'll try and find it sometime in the near future. In the meantime, I hope that helps.
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Post by maci »

i think iru has quite some talent

and i even think he can make tiles with "square-quality" such lik you see in Seiken Densetsu 3 or Legend of Mana
ElvenProgrammer wrote:Maci: don't be rude, we're here to help people ;)
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Post by Modanung »

Talaroc wrote:Grass: Although you did a nice job again eliminating the grid, this one's problematic. The grass blades are all separate shapes on a green background, which makes them look a bit more like leaf-like object lying on a flat surface than anything growing. Bringing the grass together so that it's more of a spikey mass, rather than an amalgom of shapes, should help quite a bit. Deeper shadow (dark green and perhaps flecks of dark brown) would also help. Try to eliminate the flat green background as much as is possible.
I thought about adding a darker shade of green. I had been working a little bit more on that tile, but my PC crashed. I'll edit it again later.
BTW, probably your screen is set somewhat lighter.
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Post by Talaroc »

I'm running on a Mac, so my gamma is naturally set higher...er, or is it lower? Can't remember, but yes, my screen's lighter.
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