Graveyard wall

All development of pixel art and graphics
John P
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Re: Graveyard wall

Post by John P » 30 May 2009, 18:13

Recolored gargoyle and the facemask look great!

Would it help the vertical fence to bend some bars inward/outward? Based on the condition of the fence, I would imagine some of the bars sticking out as well as side to side. This might be too hard to do and create confusion, but its a thought.

I still think its done like it is, though!
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adamaix
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Re: Graveyard wall

Post by adamaix » 30 May 2009, 20:26

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Crush
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Re: Graveyard wall

Post by Crush » 11 Jun 2009, 21:12

Destroyed wall:
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graveyardwall-maptest.png
graveyardwall-maptest.png (52.04 KiB) Viewed 1992 times
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Re: Graveyard wall

Post by Jumpy » 12 Jun 2009, 07:23

imho the colom parts seems brand new the lower part on the ground looks great with the stone by the sides.

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Tucker
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Re: Graveyard wall

Post by Tucker » 12 Jun 2009, 20:20

HI...
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gargoyle-recolor2.PNG
This will look cool... I think?
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adamaix
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Re: Graveyard wall

Post by adamaix » 12 Jun 2009, 20:36

My eyes, somebody please gouge them out -_-

Firstly, the server can dynamically recolour objects so its useless. Secondly, its the most hideous art I've seen.

Please somebody, create a BIG sticky saying "NO RECOLOURS ARE WANTED".

EDIT: Okay, so after a second look, I see that although your pixel art is poor, you were trying to communicate the concept of red eyes. In future, do not be obscure in your posts please. My apologies.
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Re: Graveyard wall

Post by Pandemonium » 14 Jun 2009, 08:54

Firstly I'd like to commend you on the walls, they look great other then a few details.

As mentioned in the tombstone thread they look new and too solid...

Give them some block seems maybe lighten the color up a bit. Add cracks and chips to the whole set, over grow the grass, add a touch of moss or perhaps some vines...

Thanks for listening,
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meway
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Re: Graveyard wall

Post by meway » 15 Jun 2009, 04:09

1: the darker it is for this project the better we dont want it to look to nice and neet
2: old abandon graves are needed
3: vines as suggested before by someone are a good idea but when u make the vines on an edge u got to move them off alot so it looks rite. so when your done don't post the work rite away take a look at it and than c if it looks good.

(note: for user TUCKER) dont be discouraged by harsh insults about your pixle art. please continue being creative we need more of creativity on this project so any bit of encouragement is a help in my eyes and my most of trying to be a part of this project myself i have given up twice and still came back to try again.

(note: for devs) keep up the good work and if u really worked on it could be done already ;) I would like to see some work from the devs who are not on to often and keep us all up to date on there projects.Its ben a while for me as well. haven't ben on to much.
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Re: Graveyard wall

Post by Savi » 15 Jun 2009, 18:44

If the Graveyard had an archway with open gates you could put some type of attacking vine over the archway. As you try to enter the grave yard the vine monster would attack you.
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Crush
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Re: Graveyard wall

Post by Crush » 04 Jul 2009, 00:35

Here are the tilesets with the source files in case someone wants to play with them (modify tiles, add tiles, do mapping experiments etc.)

My critics will be happy to notice that I added a bit noise to the shading of the walls to make them less new and that I added separations to the walls to give the impression of separate bricks being used (but i tried to do it quite sublimal because I think it destroys the look I am going for and makes the grid very visible)

The single spears in the lower right area of the x3 tileset are helper-graphics not inteded for mapping.
Attachments
Woodland_graveyard_x3.png
Woodland_graveyard_x3.png (49.87 KiB) Viewed 1663 times
Woodland_graveyard_x3.xcf.gz
(101.81 KiB) Downloaded 39 times
Woodland_graveyard_x2.xcf.gz
(29.04 KiB) Downloaded 40 times
Woodland_graveyard_x2.png
Woodland_graveyard_x2.png (25 KiB) Viewed 1660 times
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Len
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Re: Graveyard wall

Post by Len » 04 Jul 2009, 11:22

I’m having an issue with my mother’s computer, its not showing the alpha channels on the message board (my computer needs a new graphics card, so I’m using hers). I actually corrected what appeared to be JPEG Artifacts when I realized your Crush and you wouldn't make that kind of error… :oops:
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Crush
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Re: Graveyard wall

Post by Crush » 06 Jul 2009, 15:28

Len wrote:I’m having an issue with my mother’s computer, its not showing the alpha channels on the message board (my computer needs a new graphics card, so I’m using hers). I actually corrected what appeared to be JPEG Artifacts when I realized your Crush and you wouldn't make that kind of error… :oops:
Old version of Internet Explorer maybe?
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Crush
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Re: Graveyard wall

Post by Crush » 10 Aug 2009, 04:04

I did the grass integration of the wall tiles. I also added the long overdue path endings to the woodland ground tileset to use them for graves.
Graveyard-maptest-pathend-grassint.png
Graveyard-maptest-pathend-grassint.png (221.19 KiB) Viewed 1371 times
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Spit23
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Re: Graveyard wall

Post by Spit23 » 10 Aug 2009, 22:40

I added the draganstatue and a skull symbol on the walls. And I recolored the gargoyle and added some texture, that it fits the wall better.

quick testmap:
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tileset:
Image
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Crush
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Re: Graveyard wall

Post by Crush » 11 Aug 2009, 13:08

Do you have the skull and the big dragon statue as single graphics without the columns somewhere? That would make it much easier to put them into the project file properly.

The dragon looks awesome and would surely be a great addition, but I am not a fan of placing it on two separated columns standing that close to each other. That looks really strange. Maybe we could use it to decorate the archway of a gate...
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