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Author | Message |
space2
Midshipman ![]() ![]() Joined: 17 July 2019 Online Status: Offline Posts: 48 |
![]() ![]() ![]() Posted: 22 September 2005 at 12:29pm |
Hi!
I reworked one of the tilesets of one of our games: ![]() And here is a part of a level: ![]() |
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d2king10
Seaman ![]() Joined: 22 September 2005 Online Status: Offline Posts: 2 |
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Looks good! The grass and the dirt look nice, but on the dirt,
there is a very repetative design of a darker shade in there. But
other then that, i think it looks ace.
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Shark
Commander ![]() ![]() a.k.a. Feron Joined: 02 July 2005 Online Status: Offline Posts: 2136 |
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wow amazing grass, can hardly tell its tiled, im liking ur brick work
and wood floor also :D |
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Saboteur
Commander ![]() ![]() Joined: 29 January 2018 Online Status: Offline Posts: 888 |
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Grass: at an angle. Walls, people, and stuff: Not at an angle. These things make me go: wtf? And then I tell myself. Oh well. It looks good anyways. |
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"I was minding my own business and walking across a pebbled path, and a Duck started giving me the business."
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1ucas
Commander ![]() ![]() Joined: 27 June 2005 Location: Brazil Online Status: Offline Posts: 174 |
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The tiles where you have dirt+grass look wrong. It seems like an overlayed cutout of grass over dirt, not an actual pixel work using the two textures. This looks very, very bad.
The grass is at an angle, indeed, but it doesn't seem much of a problem. Looks good, and it looks like grass. It works. QED. Also, the walls and everything are pretty much viewed from the side, and this aids the tile to be more obvious as what it is (an actual brick wall seen from the top is not a very familiar sight to most of us) I just have one big complaint. The bushes. They really look bad, and they don't match the overall feel of the tileset, like the trees doo. Do them again. And on a personal note, I'd suggest less bright and saturated (vivid) colors for the bricks. In comparison to the pastel tones you used in pretty much everything else, the bricks stand out way too much, even painfully to me. |
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inkspot
Commander ![]() ![]() Joined: 05 May 2005 Location: Estonia Online Status: Offline Posts: 452 |
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Nice retro tiling with nu-elements.
The things that bother me are walls. Are the walls thorn over? Because its top-down and the walls look like from platvorm - from side... yes, the bricks are seen from the top but they are positioned wrong, flip them a bit and add some shadows to the bricks also. And those orange things are chairs? I can define only one type of chair, but there are two types?
Everything else seems perfect, at least for nu-retro :D Its like Jackal or Dogs of War or something. Edited by inkspot |
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Rifts
Commander ![]() ![]() Joined: 14 April 2005 Online Status: Offline Posts: 355 |
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the one problem i have is its actualy hard too see what i think are the
people, i didnt notice the soldiers there (if they are soldiers) mayb make them more obvious somehow? |
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space2
Midshipman ![]() ![]() Joined: 17 July 2019 Online Status: Offline Posts: 48 |
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Thanks for the comments:
1) walls Yes, they are look more like seen from side, but if I would have drawn it like viewn from top, they wouldn't look like walls, at least now people can recognise them as walls ;-) I will reduce the saturation of the red walls. 2) soldiers You will be able to distuingish them more easily, when they are moving. 3) grass One tile grass looks like seen from side, but this way it's more obvious it's grass, and it's more interesting (I mean this way there are more grass tiles) 4) mud I defenitely have to work on them, at least on the one which looks od (it has higher contrast... maybe because it has less lines, hence more disntance between the dark and bright lines) 5) bushes Actually they were supposed to be trees... until I added the 2x2 sized trees. Btw, here is a screenshot with the original version: ![]() ![]() Edited by space2 |
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