Serpent Inn Tileset

All development of pixel art and graphics
User avatar
i
TMW Adviser
TMW Adviser
Posts: 1113
Joined: 07 Mar 2005, 18:29
Location: Poland
Contact:

Serpent Inn Tileset

Post by i » 10 Jun 2005, 16:51

what do u think?
Image
Retired chainsaw seller. CEO @ Advertising Agency N2P
User avatar
i
TMW Adviser
TMW Adviser
Posts: 1113
Joined: 07 Mar 2005, 18:29
Location: Poland
Contact:

Post by i » 11 Jun 2005, 15:34

Image
just a sample. any sugestions?
Retired chainsaw seller. CEO @ Advertising Agency N2P
User avatar
ElvenProgrammer
TMW Adviser
TMW Adviser
Posts: 2526
Joined: 13 Apr 2004, 20:11
Location: Italy
Contact:

Post by ElvenProgrammer » 11 Jun 2005, 16:45

1 - remove my avatar (copyrighted)

2 - the fireplace miss a bit of depth, especially the upper part, the borders are not well defined, and maybe a base to stand on

3 - the shield and sword seems a little out of the scheme, maybe they're too big?

4 - walls maybe could have a wooden bottom border?

5 - increase contrast or light it up

6 - carpets seems a bit too shaded in respect to the other tiles

Apart from this, really good work, you almost completed a whole tileset all on your own, I gues in a couple of days we will start mapping with it.
Go on this way :wink:
User avatar
Verious
Peon
Peon
Posts: 42
Joined: 23 Apr 2005, 20:31
Location: Online
Contact:

Post by Verious » 11 Jun 2005, 17:02

I think the floor tile (dark purple) is a bit busy, it draw my attention away from everything else, also it seems to imply the wrong perspective and the repeating pattern is very visible.
HaLLanHype
Novice
Novice
Posts: 184
Joined: 10 Mar 2005, 01:58
Contact:

Post by HaLLanHype » 11 Jun 2005, 19:02

hey I like it... good work
User avatar
Jetryl
Novice
Novice
Posts: 113
Joined: 16 Mar 2005, 21:55

Post by Jetryl » 17 Jun 2005, 22:37

Elven Programmer wrote:2 - the fireplace miss a bit of depth, especially the upper part, the borders are not well defined, and maybe a base to stand on
Agreed. The top needs to stretch back a bit to meet the wall.
Elven Programmer wrote:3 - the shield and sword seems a little out of the scheme, maybe they're too big?
Shadows cast by the wall objects - especially those which stick out further from the wall, might help. Try black with 50% opacity as an overlay, or if you're using a more primitive editor than photoshop/the gimp, try changing the colors in the shadowed region to halfway between what they are now, and jet black.
Elven Programmer wrote:4 - walls maybe could have a wooden bottom border?
Right now, what the walls really need is some texture - all they have at the current point in time is a simple gradient. Using the gradient tool is not bad, but it's just one ingredient out of a necessary set of several.

Imagine making Ice Cream with cream, but no sugar. Ick.

The cracks at the bottom are good for variation, but are not what I'm talking about with respect to "texture" - even a simple "add noise" filter would help. It would probably work best to sample some texture from the real world and composite a bit of it in, at low opacity. Also, the breadth of the gradient may be too much - it may encompass too wide a stretch of colors.

Elven Programmer wrote:5 - increase contrast or light it up
Right now, the floor is a bit hard to visually separate from the furniture. Some strategies might include lightening one or the other, providing lighter edges around one or the other, or possibly desaturating the floor.
Elven Programmer wrote:6 - carpets seems a bit too shaded in respect to the other tiles
That is - the floor is a bit too noisy. It's contrast with itself should be reduced - the one very light tile makes the grid a bit too obvious.

What would help here, big time, would be a few more variations.
Elven Programmer wrote:Apart from this, really good work, you almost completed a whole tileset all on your own, I gues in a couple of days we will start mapping with it.
Go on this way :wink:
Yeah - good luck, this is a great beginning.
User avatar
i
TMW Adviser
TMW Adviser
Posts: 1113
Joined: 07 Mar 2005, 18:29
Location: Poland
Contact:

Post by i » 18 Jun 2005, 05:35

well... old preview.
Image

@ first, i need new mouse. I cracked old one. (with german asault boots) ;)

i made some new tiles, so i will upload it today - supose.

in case of shadows, i agree, help could be appreciated.
Retired chainsaw seller. CEO @ Advertising Agency N2P
HaLLanHype
Novice
Novice
Posts: 184
Joined: 10 Mar 2005, 01:58
Contact:

Post by HaLLanHype » 18 Jun 2005, 06:29

I dont like the shadow on the bottom... doesnt look right
User avatar
Pajarico
Warrior
Warrior
Posts: 592
Joined: 28 Feb 2005, 20:29
Contact:

Post by Pajarico » 18 Jun 2005, 10:40

HaLLanHype wrote:I dont like the shadow on the bottom... doesnt look right
I agree, there is nothing casting it. Unless you count the sun outside which it's impossible :D
User avatar
nym
Novice
Novice
Posts: 116
Joined: 18 Aug 2004, 11:01
Contact:

Post by nym » 18 Jun 2005, 13:17

Ooh, looks alot better :)

Btw, that isn't a shadow.. its the other wall (which would cover up a player if they were to stand too close, hence the 'transparency')... And i thought i had a bad imagination... :P
YOU ARE READING THIS!
User avatar
i
TMW Adviser
TMW Adviser
Posts: 1113
Joined: 07 Mar 2005, 18:29
Location: Poland
Contact:

Post by i » 18 Jun 2005, 13:27

yep. its just a wall, without it IMO room looks too flat.
Retired chainsaw seller. CEO @ Advertising Agency N2P
User avatar
Modanung
Knight
Knight
Posts: 1719
Joined: 20 May 2005, 16:51
Location: Groningen, The Netherlands
Contact:

Post by Modanung » 18 Jun 2005, 14:14

Maybe we could do the bottom wall like in The Sims (Can't believe I just said that name).
You know like a cut-off wall, as can be seen here.

I almost forgot the SoM way. :P
If you're looking for 3D FOSS games be sure to check out LucKey Productions on itch.io
User avatar
Bjørn
TMW Adviser
TMW Adviser
Posts: 1430
Joined: 09 Dec 2004, 19:50
Location: North Rhine-Westphalia, Germany
Contact:

Post by Bjørn » 19 Jun 2005, 18:34

Yeah that sounds better to me too (leaving away wall, showing only its base), although we don't need the overdone cut-out effect I think that The Sims uses in transition from wall to cut off wall.
User avatar
Chetic
Peon
Peon
Posts: 63
Joined: 12 Jul 2004, 10:31
Location: Sweden
Contact:

Post by Chetic » 23 Jun 2005, 11:14

INDOOR POWER!!!
I've officialy waited more than a year for indoors, just so you know. :D
It looks sexy and all but I can't come with any suggestions how to make it better because I suck :)
Quote of the year:
<Sull> the diff with GPL and priced software,GPL is faster to install cause you dont have to put a crack/serial

xD
User avatar
Verious
Peon
Peon
Posts: 42
Joined: 23 Apr 2005, 20:31
Location: Online
Contact:

Post by Verious » 23 Jun 2005, 16:43

The floor tiles look substantially better. Much less obtrusive.
Post Reply