temple development by Axl

All development of pixel art, maps and other graphics.


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AxlTrozz
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Re: temple development by Axl

Post by AxlTrozz »

Just to show my WIP...

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Last edited by AxlTrozz on 15 Aug 2010, 23:29, edited 1 time in total.
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Crush
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Re: temple development by Axl

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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.
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AxlTrozz
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Re: temple development by Axl

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I hope this looks better

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Last edited by AxlTrozz on 15 Aug 2010, 23:29, edited 1 time in total.
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Re: temple development by Axl

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added the door and snakes, also fixed minor issue on the windows, shadow on door less dark

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Last edited by AxlTrozz on 15 Aug 2010, 23:30, edited 1 time in total.
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Crush
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Re: temple development by Axl

Post by Crush »

How far away are you from a tileset which can be used?
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AxlTrozz
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Re: temple development by Axl

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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
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5t3v3
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Re: temple development by Axl

Post 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
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Re: temple development by Axl

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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?
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AxlTrozz
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Re: temple development by Axl

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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

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Last edited by AxlTrozz on 15 Aug 2010, 23:30, edited 1 time in total.
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Len
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Re: temple development by Axl

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I've started thinking about how we can integrate elements from the temple into the new desert I'm working on
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feline monstrosity
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Re: temple development by Axl

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It'd be nice if the columns were a closer colour to the sand (or vice versa).
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Len
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Re: temple development by Axl

Post 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)
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Re: temple development by Axl

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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
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Re: temple development by Axl

Post 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.
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Len
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Re: temple development by Axl

Post 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

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