temple development by Axl

All development of pixel art and graphics
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Saphy
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Post by Saphy » Sat Oct 20, 2007 1:57 am

AxlTrozz wrote:New version with some sandstone floor but with some sand.

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That doesn't look like sandstone at all. Perhaps you should try lighter colour?

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Post by AxlTrozz » Sat Oct 20, 2007 4:25 pm

saphy wrote:That doesn't look like sandstone at all. Perhaps you should try lighter colour?
thank you, I like your version but more like "dust over floor", good effect, did you check the "half and half" version where I tried to improve a little the version you have in your post.
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Post by Crush » Sat Oct 20, 2007 4:37 pm

when you use dithering you should avoid checkboard patterns or other regular patterns and try to place the pixels as random as possible.

Bad dithering:
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Good dithering:
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Post by Saphy » Sat Oct 20, 2007 4:54 pm

AxlTrozz wrote:
saphy wrote:That doesn't look like sandstone at all. Perhaps you should try lighter colour?
thank you, I like your version but more like "dust over floor", good effect, did you check the "half and half" version where I tried to improve a little the version you have in your post.
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Yeah, but the half and half version has the same problem, the sand is still too unnatural. Sand won't become wavy unless it is under strong wind.

Since the wall and the sand has very similar colour, the wavy sand floor look nicer due to higher contrast (wave vs plain/dotted wall). But it is still doable using other technique, such as adding crumbled rocks or cracks between wall and grounds, changing the hue/lighting of the floor or wall, or introducing more shadow/lightning effect.
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Post by AxlTrozz » Sat Oct 20, 2007 5:25 pm

yes, I created that sand for outdoors sometime ago, I just reused for this work, but now that you say that it looks not good, I'll try to do something about, thanks
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Post by AxlTrozz » Sun Oct 21, 2007 8:04 pm

I'm trying to create the temple maps:
I used some tiles from the desert tileset :wink:
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Temple Exterior
Last edited by AxlTrozz on Mon Aug 16, 2010 12:06 am, edited 1 time in total.
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Post by Bjørn » Sun Oct 21, 2007 11:04 pm

Looks very nice, though of course half of the shadows in the doorway have to be removed since the sun only shines in one direction at a time.
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Post by AxlTrozz » Mon Oct 22, 2007 12:05 am

Bjørn wrote:Looks very nice, though of course half of the shadows in the doorway have to be removed since the sun only shines in one direction at a time.
I was trying to represent the torches effect, but I don't know if is correct or not.
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Post by ElvenProgrammer » Mon Oct 22, 2007 8:36 am

That could work indoor or at night. The sun will override any torch effect.
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Post by BadMrBox » Mon Oct 22, 2007 5:29 pm

And even if it where indoor the angles of the shadows would be totally different. Other than that, it looks really nice :D
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Post by AxlTrozz » Mon Oct 22, 2007 6:17 pm

Bjørn wrote:Looks very nice, though of course half of the shadows in the doorway have to be removed since the sun only shines in one direction at a time.
Done, I removed one of the shadows and now I'm experimenting with the tileset, I'm trying to create a 60 x 60 tilemap, but I'm stil in progress...

Image >>> Map Image
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Post by AxlTrozz » Mon Oct 22, 2007 10:04 pm

Still some corners are missing also some details but seems like is going to work :)

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Post by Crush » Tue Oct 23, 2007 1:55 am

What do you mean with 60x60 tilemap? The tilesize? The tilesize of TMW is 32x32. The size of the whole tileset? The maximum is 512x512 pixels here. When this isn't enough you can split it up on multiple tilesets.
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Post by AxlTrozz » Tue Oct 23, 2007 2:58 am

Crush wrote:What do you mean with 60x60 tilemap? The tilesize? The tilesize of TMW is 32x32. The size of the whole tileset? The maximum is 512x512 pixels here. When this isn't enough you can split it up on multiple tilesets.
The tiles are 32 x 32 and the tileset is 512 x 512 (by the wiki) but I'm trying to create a map with 60 x 60 tiles (did I miss something ?) may be I didn't understand the tutorial :?, please any help would be apreciated
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Post by AxlTrozz » Tue Oct 23, 2007 3:05 am

Current progress of the tileset (512 x 512)
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Last edited by AxlTrozz on Mon Aug 16, 2010 12:06 am, edited 1 time in total.
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