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Author | Message |
EyeCraft
Commander ![]() ![]() Joined: 07 July 2005 Location: Australia Online Status: Offline Posts: 425 |
![]() ![]() ![]() Posted: 15 December 2006 at 9:06am |
Well I've begun some of the tileset work for one of the games I've been working on on and off for the last...well I'd daresay a close to a year now. It's an asteroid tilset, designed to depict massive asteroids floating near a large purple nebula. I plan to have the tiles 128x128px in size...which is huge.
To begin with I am roughing out the shading in 64x64, then blowing them up and refining and adding detail. Here's how the roughing in is going: Primary lightsource is top-right-above in terms of y-x-z, and secondary lightsource is opposite. I would really appreciate any C&C you have ![]() |
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Pixel_Outlaw
Commander ![]() ![]() Joined: 01 September 2005 Online Status: Offline Posts: 3829 |
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YOU must be a madman to use 128x128. What is the screen resolution? If it's 640x480 you will have alot of similar details. Even at 800x600 you would probably want tiles of 64x64. Is it your tile engine drawing speed? The form looks alright but you might want to add some heights to the centre (oooh British spelling!). The colours are very well chosen(again!).
I just think that there won't be enough tiles onscreen for much variety at 128x128. ![]() Edited by Pixel_Outlaw - 15 December 2006 at 9:17am |
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EyeCraft
Commander ![]() ![]() Joined: 07 July 2005 Location: Australia Online Status: Offline Posts: 425 |
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Hmm that's a good point. I can layer tiles over the top of eachother, so I can have the 128x128 bases and then little bits and pieces over the top which add variation.
Yeah I'm still mulling over what I'm going to do with the centre bit... |
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