[FND]forest tileset

All development of pixel art and graphics
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Rotonen
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Re: forest tileset

Post by Rotonen » 09 Jun 2008, 12:38

Looks good. Now only to think how the player would sink in.

Take the newer Pokémon games as a reference. At least Leaf Green / Fire Red should do. They have a nice effect for going through grass. Athough they are much simpler games tilewise, we should still think about it.
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Crush
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Re: forest tileset

Post by Crush » 09 Jun 2008, 13:54

The texture, upper, left and right border look really good, but the lower border needs a bit more work.

Instead of having blades of grass growing over the border you should be able to see the lowest part of the blades growing out of the ground for perspectivic reason. Just like the wheat fields in woodland, just a bit less orderly.

I would also like to see how it looks on the normal grass texture.


Regarding the sinking in effect: You can do this effect by creating 32x64 tiles and tell the mapper to overlap them when mapping. Again the wheat field on woodland_village_x2 are a good example.
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Re: forest tileset

Post by Rotonen » 09 Jun 2008, 17:11

Moving vertically without the field reacting to it in an animated fashion will result in funny blinking over and under layers effect?
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Crush
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Re: forest tileset

Post by Crush » 09 Jun 2008, 17:15

We are already using this a lot in woodland.
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Re: forest tileset

Post by Saphy » 09 Jun 2008, 21:56

Crush wrote:The texture, upper, left and right border look really good, but the lower border needs a bit more work.

Instead of having blades of grass growing over the border you should be able to see the lowest part of the blades growing out of the ground for perspectivic reason. Just like the wheat fields in woodland, just a bit less orderly.

I would also like to see how it looks on the normal grass texture.


Regarding the sinking in effect: You can do this effect by creating 32x64 tiles and tell the mapper to overlap them when mapping. Again the wheat field on woodland_village_x2 are a good example.
How about this?
ImageImage

What is the normal grass tile?
Last edited by Saphy on 09 Jun 2008, 22:02, edited 1 time in total.
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Crush
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Re: forest tileset

Post by Crush » 09 Jun 2008, 22:00

Looks perfect.
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Re: forest tileset

Post by Saphy » 09 Jun 2008, 22:50

Crush wrote:Looks perfect.
Sweet. I have created the remaining 4 tiles needed to complete it:

Image

Preview:
Image

What is the normal grass tile like? I am not sure how it will look on top of another green tile.
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Re: forest tileset

Post by Crush » 10 Jun 2008, 00:29

With my old grass tile:
Image
With Lens new grass tile:
Image
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Re: forest tileset

Post by ElvenProgrammer » 10 Jun 2008, 08:20

Wonderful!
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Shaili (a.k.a. tds)
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Re: forest tileset

Post by Shaili (a.k.a. tds) » 10 Jun 2008, 08:38

Looks great. Good job, Saphy
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Re: forest tileset

Post by Saphy » 10 Jun 2008, 17:49

Thanks. I will start the bush tileset now.

I have created the branches tile for the bush:

Image

Preview:

Image

How does it look so far? If it looks fine, I will start adding leaves and alterative tiles to the plant.
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Re: forest tileset

Post by Len » 10 Jun 2008, 19:39

Image
testing ground tileset
Image
Pixel Battalion
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Shaili (a.k.a. tds)
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Re: forest tileset

Post by Shaili (a.k.a. tds) » 10 Jun 2008, 19:48

Simply amazing. Thanks Len for demonstrration ;)
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Saphy
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Re: forest tileset

Post by Saphy » 10 Jun 2008, 19:54

Okay, I have added leaves to the bush. This is what I have so far:

Image

Preview:
Image
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Slave
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Re: forest tileset

Post by Slave » 10 Jun 2008, 22:23

your tiles are excellent.
like my avatar? i drew a concept of old savior plate which is now outaded in a bout 5 mins. if you have an avatar froma game you would like me to draw for you give me a PM.
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