temple development by Axl
Re: temple development by Axl
Just to show my WIP...
Last edited by AxlTrozz on 15 Aug 2010, 23:29, edited 1 time in total.
Re: temple development by Axl
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.
- former Manasource Programmer
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Re: temple development by Axl
I hope this looks better
Last edited by AxlTrozz on 15 Aug 2010, 23:29, edited 1 time in total.
Re: temple development by Axl
added the door and snakes, also fixed minor issue on the windows, shadow on door less dark
Last edited by AxlTrozz on 15 Aug 2010, 23:30, edited 1 time in total.
Re: temple development by Axl
How far away are you from a tileset which can be used?
- former Manasource Programmer
- former TMW Pixel artist
- NOT a game master
Please do not send me any inquiries regarding player accounts on TMW.
You might have heard a certain rumor about me. This rumor is completely false. You might also have heard the other rumor about me. This rumor is 100% accurate.
Re: temple development by Axl
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
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
Keep up teh good work
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Re: temple development by Axl
How do you create tileset? Using gimp with grids?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
Re: temple development by Axl
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, hehSaphy wrote:How do you create tileset? Using gimp with grids?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
Last edited by AxlTrozz on 15 Aug 2010, 23:30, edited 1 time in total.
Re: temple development by Axl
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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Re: temple development by Axl
It'd be nice if the columns were a closer colour to the sand (or vice versa).
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Re: temple development by Axl
I wouldn’t make such a change without AxlTrozz being advised and agreeing to it first (it is his baby after all)feline monstrosity wrote:It'd be nice if the columns were a closer colour to the sand (or vice versa).
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Re: temple development by Axl
My honor Len, please do, if you need anything just let me knowLen wrote:I wouldn’t make such a change without AxlTrozz being advised and agreeing to it first (it is his baby after all)feline monstrosity wrote:It'd be nice if the columns were a closer colour to the sand (or vice versa).
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Re: temple development by Axl
I'd prefer them to have different colors and not to blend everything into the environment.feline monstrosity wrote:It'd be nice if the columns were a closer colour to the sand (or vice versa).
Re: temple development by Axl
I tend to go with 3 layers of standing out (personal philosophy):ElvenProgrammer wrote:I'd prefer them to have different colors and not to blend everything into the environment.feline monstrosity wrote:It'd be nice if the columns were a closer colour to the sand (or vice versa).
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
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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