Serpent Inn Tileset

All development of pixel art and graphics
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i
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Serpent Inn Tileset

Post by i » Fri Jun 10, 2005 4:51 pm

what do u think?
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Post by i » Sat Jun 11, 2005 3:34 pm

Image
just a sample. any sugestions?
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Post by ElvenProgrammer » Sat Jun 11, 2005 4:45 pm

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:
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Post by Verious » Sat Jun 11, 2005 5:02 pm

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.
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Post by HaLLanHype » Sat Jun 11, 2005 7:02 pm

hey I like it... good work
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Post by Jetryl » Fri Jun 17, 2005 10:37 pm

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.
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Post by i » Sat Jun 18, 2005 5:35 am

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.
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Post by HaLLanHype » Sat Jun 18, 2005 6:29 am

I dont like the shadow on the bottom... doesnt look right
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Post by Pajarico » Sat Jun 18, 2005 10:40 am

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
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Post by nym » Sat Jun 18, 2005 1:17 pm

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
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Post by i » Sat Jun 18, 2005 1:27 pm

yep. its just a wall, without it IMO room looks too flat.
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Post by Modanung » Sat Jun 18, 2005 2:14 pm

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
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Post by Bjørn » Sun Jun 19, 2005 6:34 pm

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.
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Post by Chetic » Thu Jun 23, 2005 11:14 am

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 :)
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<Sull> the diff with GPL and priced software,GPL is faster to install cause you dont have to put a crack/serial

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Post by Verious » Thu Jun 23, 2005 4:43 pm

The floor tiles look substantially better. Much less obtrusive.
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