WIP (Work In Progress)
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Pmac
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Quote Pmac Replybullet Topic: Black and White RPG Castle WIP
    Posted: 16 November 2006 at 7:48am


This is a screenshot from a game we're making with 4 colours. The map editor uses 32x32 icons, which sometimes adds for a boxy effect, but can be manipulated.

Can anyone help me with some advice to remove the box effect of this scene, within 4 colours?

Thanks.
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MrWeirdGuy
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Quote MrWeirdGuy Replybullet Posted: 16 November 2006 at 8:13am
By "remove the box effect", do you mean make it look more natural, and not as tiled?  Well, one thing I think you can do to improve the transition between the rock and grass is erase the half-rocks on the edge of the tiles.  Hope you don't mind my edit.


Also, the hero is pretty hard to see.  I would either make him larger, or make him lighter, or give him a stronger outline.
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PixelSnader
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Quote PixelSnader Replybullet Posted: 16 November 2006 at 8:21am
my advice is to avoid using dark colours on the floor, so the hero is more visible

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Pmac
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Quote Pmac Replybullet Posted: 16 November 2006 at 8:55am
Thanks for the idea. I updated the picture here.

I need some perspective help on the end of the castle and the end of the moat areas. I don't want to cut it off with just a single line or something, but I'm not sure how to "round it off" or whatever.
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jalonso
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Quote jalonso Replybullet Posted: 16 November 2006 at 9:56am
To 'round off' the castle you'll need a new unique tile, something like this --->  \|__

I think your tiles are demanding too much attention from the sprite. Besides making the tiles simpler so that texture is implied/suggested rather so detailed could help. Another way is to eliminate all the black color from the tiles themselves, all in 3 colors. Leaving the black for sprites, items, etc.
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ceddo
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Quote ceddo Replybullet Posted: 16 November 2006 at 9:57am
To me, the grassy area is pretty much a pain to my eyes :P

That's mainly because you made it with black outlines, and white inside. Try using gray instead of black, and a light gray instead of white. (just lowering the contrast)

I love the wall though, good job on that :)
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Pmac
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Quote Pmac Replybullet Posted: 16 November 2006 at 12:33pm
Alright, updated again. I hope that's the kind of thing you meant, Jalonso.

Ceddo, you probably think that water is the 'grassy' area. It's got mild animation, and it flows into the waterfall at the bottom.
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ceddo
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Quote ceddo Replybullet Posted: 16 November 2006 at 12:58pm
Ahh, much better.

Alright, I only see it now that you say it though. If you want it to make it look more like water, i would make the cells bigger. As it stands now, the small foam cells you made (i'm assuming those are zelda-style foam cells?) look like leaves from an area with high grass or vegetation.

I can imagine how hard it is to differentiate water from grass in grayscale...

Edit: you could also use the classic gameboy way of representing water! Those tiled jagged shades of gray... Here's an example from Terley's avatar on pixelation:



It's colored, but it was the way most gameboy games did their waterfalls & rivers, so more people will know that it's water than if you continued the way you're doing it now.

Edited by ceddo - 16 November 2006 at 1:01pm
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jalonso
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Quote jalonso Replybullet Posted: 16 November 2006 at 1:04pm
For the corners of the castle, yes, that's what I meant.
If you'd like, post the unique tiles and I could make an edit for you that may be of help.

edit: If you do, list what each area is. Its hard to tell.


Edited by jalonso - 16 November 2006 at 1:06pm
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Pmac
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Quote Pmac Replybullet Posted: 17 November 2006 at 3:16am
I'll pass Jalonso, thanks for the offer.

I may post another screenshot I need help with in awhile, maybe mountain cave walls.

Thanks for the help in the meantime.
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