New castle wip 5: check it out

All development of pixel art and graphics
User avatar
ktm
Novice
Novice
Posts: 201
Joined: 14 Jul 2005, 10:24
Location: Vokietija

Post by ktm » 25 Sep 2005, 00:12

looks very house-ish imho. for castle walls, maybe try it with bigger bricks (i'd say about 3-4 times as big), or with irregular stones like [this].
User avatar
Ultim
Novice
Novice
Posts: 230
Joined: 02 Jul 2005, 08:20
Location: USA
Contact:

Post by Ultim » 25 Sep 2005, 05:50

Yeah the shading looks great. But with the way they're levelled, it looks bad. So as long as we don't have levellers that think shadow somehow hits halfway up the wall... :-P
User avatar
i
TMW Adviser
TMW Adviser
Posts: 1113
Joined: 07 Mar 2005, 18:29
Location: Poland
Contact:

Post by i » 25 Sep 2005, 08:57

degen wrote: Image
nice but it looks too tiled
Retired chainsaw seller. CEO @ Advertising Agency N2P
User avatar
degen
Peon
Peon
Posts: 98
Joined: 15 Sep 2005, 11:05
Location: Sweden
Contact:

Post by degen » 25 Sep 2005, 09:01

Ultim hehe yeah i know what you ment with the darker stones higher up (no to honest i only did 3 tiles and i accidently put in 4 columns in Tile studio so in lazinezz i jsut threw em in there >_<

the wall section with shades above the "feet" tile is supposed to be for below the top section which on most walls go over the edge of hte wall and casts shadows (as said i was very lazy last night and tirerd) just wanted soem thoughts regarding its shadows and stuff like that likes and dislikes about the style etc etc :)

and yeah the bricks are to small for walls that i know (i did them with purpose for houses so) as for the style of how it was tiled it reminded me more of a wall of a fortress then the side of a house ... if you get what i am saying :roll:
Let em tell da' king
Da the east belongs to Morglum
Da east belongs to da orcs
Da east is green
Golgo
Peon
Peon
Posts: 56
Joined: 07 Nov 2004, 17:54

Post by Golgo » 04 Oct 2005, 01:30

And one bump for update :) .
User avatar
Ultim
Novice
Novice
Posts: 230
Joined: 02 Jul 2005, 08:20
Location: USA
Contact:

Post by Ultim » 04 Oct 2005, 02:33

Say, those cracks give it a neat effect. Try making them bigger or more prominent somehow.
Golgo
Peon
Peon
Posts: 56
Joined: 07 Nov 2004, 17:54

Post by Golgo » 04 Oct 2005, 03:15

Ultim wrote:Say, those cracks give it a neat effect. Try making them bigger or more prominent somehow.
Depends on what elven thinks, i dont want to make it look like it will collapse any minute :wink: , oh anyone think they can make a quick map with this?, or ill go ahead and do it in game maker..
User avatar
Crush
TMW Adviser
TMW Adviser
Posts: 8046
Joined: 25 Aug 2005, 17:08
Location: Germany

Post by Crush » 04 Oct 2005, 05:38

it still needs much more detail. these large one-colored areas got to disapper before you can call it "almost final".
Golgo
Peon
Peon
Posts: 56
Joined: 07 Nov 2004, 17:54

Post by Golgo » 04 Oct 2005, 05:55

Crush wrote:it still needs much more detail. these large one-colored areas got to disapper before you can call it "almost final".
Ill have it all in full detail by wip 5, and nothing is one colored in the tiles or maybe your talking about little area's on the tiles?.
User avatar
ElvenProgrammer
TMW Adviser
TMW Adviser
Posts: 2526
Joined: 13 Apr 2004, 20:11
Location: Italy
Contact:

Post by ElvenProgrammer » 04 Oct 2005, 09:32

I think Crush is right, the wall still seems too flat. I'd like you to add more texture which I mean giving it the feeling of being a real material, not just plastic as someone said. I'm thinking at it as of sandstone, old and ruined by time, not as new as if it was built 2 days ago and it only has got some cracks here and there. Anyway in the whole it starts to look nice.
User avatar
Modanung
Knight
Knight
Posts: 1719
Joined: 20 May 2005, 16:51
Location: Groningen, The Netherlands
Contact:

Post by Modanung » 04 Oct 2005, 15:07

I think it's far from finished:
-Texture needs a lot of improvement
-It's all in all pretty flat and boring; improve the shading
-Towers need improvement
-The wall stands straight up, it should be steep but slightly angled
-All bends are jerky and sharp

Still Missing:
-Diagonal walls
-Wall intersections
-I don't see a way to get on the wall; add some ladders and stairs.
If you're looking for 3D FOSS games be sure to check out LucKey Productions on itch.io
User avatar
Crush
TMW Adviser
TMW Adviser
Posts: 8046
Joined: 25 Aug 2005, 17:08
Location: Germany

Post by Crush » 05 Oct 2005, 02:11

"it needs a lot of improvement", the favorite sentence of every graphic designer. because it is just a more polite version of "it sucks".

don't just say that something needs improvement, say what kind of improvement.
Golgo
Peon
Peon
Posts: 56
Joined: 07 Nov 2004, 17:54

Post by Golgo » 08 Oct 2005, 21:57

bump for update.
User avatar
Crush
TMW Adviser
TMW Adviser
Posts: 8046
Joined: 25 Aug 2005, 17:08
Location: Germany

Post by Crush » 08 Oct 2005, 22:17

the carvings were a good idea, but they look quite 2 dimensional. there should be a light source in the southwest. don't create the carvings by drawing the outlines of the shapes, draw them by drawing the shadows and highlights caused by the light source.

you should also keep the light source in mind when shading the curve tiles.
Last edited by Crush on 08 Oct 2005, 22:40, edited 1 time in total.
Golgo
Peon
Peon
Posts: 56
Joined: 07 Nov 2004, 17:54

Post by Golgo » 08 Oct 2005, 22:19

Crush wrote:the carvings were a good idea, but they look quite 2 dimensional. there should be a light source in the southwest.

you should also keep the light source in mind when shading the curve tiles.
The game is not using a downwerd sky light?, as for the carvings, ill play with the shadows and pop them more out if you like.
Post Reply