[FND]forest tileset

All development of pixel art and graphics
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i
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Post by i » 05 Dec 2007, 13:07

Actually it isn't. But I managed to finish it ASAP and release full tileset. It should be done a year ago...
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Post by Matt » 05 Dec 2007, 17:43

It's done? Oo
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Post by Saphy » 05 Dec 2007, 23:14

I think i meant to say "I will finish it ASAP"?

There are still minor problems with that tile, especially the glowing floating tree on that rock.
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Post by i » 06 Dec 2007, 18:04

Yeah, I know about it. The cave have to be redrawn, also the river needs some attention. Also I managed to remove train trails from this tileset. In free space instead of it a new stone bridge should be done. I have to put a bit of life in those tiles :)
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Post by Len » 12 Dec 2007, 13:39

Image


Just seeing what my concepts might look like finished
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Post by zipon » 12 Dec 2007, 13:48

its like the player sprite is to shiny. i think your trees need som more light as on the tiles to the right.
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Post by Len » 12 Dec 2007, 13:52

zipon wrote:its like the player sprite is to shiny. i think your trees need som more light as on the tiles to the right.
LOL, from my understanding player/monster sprites should stand out from the background......
Last edited by Len on 12 Dec 2007, 19:09, edited 1 time in total.
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Post by zipon » 12 Dec 2007, 13:58

yes ofc, but if all the aroundings is to gray and dark then it looks odd.
dont get me wrong i think the tile set is damn nice but i think it needs a little light.
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Post by Len » 12 Dec 2007, 16:30

zipon wrote:yes ofc, but if all the aroundings is to gray and dark then it looks odd.
dont get me wrong i think the tile set is damn nice but i think it needs a little light.
Sorry if I came off as a little mean sometimes I’m a little to close to see the problems in my work….

btw which side looks nicer?
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1 or 2
Last edited by Len on 08 Feb 2008, 05:23, edited 1 time in total.
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Post by Peacemaker » 12 Dec 2007, 19:36

just one word: beautiful!


I'm no specialist but I would say that screenshot 1 is better because the colours are a bit "colourful" (i don't know how to say it in "graphical-english" but the green is "greener" the rock looks stronger and altogether the screenshot has a bit more deep than screen 2)
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Post by zipon » 12 Dec 2007, 19:41

it hard to see what you have done, but i can see that you have addet a outerline to the tree leaf on pic 1.
it looks good, so i say pic 1.
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Post by Len » 12 Dec 2007, 20:04

Peacemaker wrote:just one word: beautiful!


I'm no specialist but I would say that screenshot 1 is better because the colours are a bit "colourful" (i don't know how to say it in "graphical-english" but the green is "greener" the rock looks stronger and altogether the screenshot has a bit more deep than screen 2)
It’s an optical illusion, just as warm colors get pulled forward and cool ones get pushed back, sharp objects get pulled forward and blurry ones get pushed back. So just adding a slight outline to some of the objects makes them appear sharper and helps pull them forward.
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and its not a screenshot i'm just seeing how things look
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Post by Crush » 12 Dec 2007, 20:13

The outline around the trees on pic 2 doesn't work. Also note that 1) outlines should only be used for sprites and not for map tiles and 2) when you use outlines you shouldn't make the corners blocky. Here an example what I mean:
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Post by Len » 12 Dec 2007, 21:04

Please note that it was just for me to find out what works and what people seem to like, that is why the outlines lack refinement.

And people seem to like outlines on the map objects, so it odd that you would reject the idea outright...


http://www.danielthomas.org/Assets/Zelda3.jpg

http://www.thunderboltgames.com/reviews ... mana_3.jpg

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I must have misunderstood what you’re talking about????? So you must be talking about the dirt tile if so I’ll fix it up later…
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Post by ElvenProgrammer » 12 Dec 2007, 22:40

I'm all for (1). Well done man.
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