WIP (Work In Progress)
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Midshipman
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Quote blue Replybullet Topic: Hyperion
    Posted: 19 July 2005 at 12:49pm
I wanted to do a tileset, so I played around a bit...I've never done this before, and had no idea where to start...but I think I might've gotten the hang of it.



and here it is in use, just something I was playing with:


I want to add some trees, big rocks, maybe some flowers, eventually...but at the moment, I'm mostly just learning basics...I really love my rock and cliff tiles...the grass is nice...the sand is dull as anything. My favorite might be the deep water/shallow water transition...
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pixelblink
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Quote pixelblink Replybullet Posted: 19 July 2005 at 12:51pm
looks great to me except the sand could use sme detail somehow.
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Quote blue Replybullet Posted: 19 July 2005 at 12:53pm
Originally posted by pixelblink

looks great to me except the sand could use sme detail somehow.


Yeah, the sand is quite blah...but really...how does one spruce up sand?

maybe I should make one altenate sand tile that has a rock or two in it? Or some little shells? I'm really not sure.
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Quote sedgemonkey Replybullet Posted: 19 July 2005 at 1:53pm

Nice blue. I'm actually doing the same thing right now. Heh.

The sand, rock and grass all look excellent. The water's pattern is the only thing I would look at again... there's a real horizontal block I can't help but notice.

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..::Naso::..
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Quote ..::Naso::.. Replybullet Posted: 19 July 2005 at 2:13pm
I feel kinda weaird commenting on this one lol becuase all the people who commented befor me are all such good pixelers =P lol

well any way the only thing bothering me is the clif( the right side ) its kinda black
but other then that =D its nice

oh and what program did u use the make this blue? ( like the test map )


Edited by ..::Naso::..
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Saiklor
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Quote Saiklor Replybullet Posted: 19 July 2005 at 3:07pm
one thing that bothers me is that the sand appears "dry" right up until the water's edge. You could have another transitional layer between water and dry sand which shows where previous waves have wet it and made it darker.

also, the size of the stones and the size of the leaves/grass are very similar, for visual interest you might want to vary these from each other. You can make the grass smaller, more grass like, or perhaps minimize the stones into less cobble-stone and more gravelly surface.

and I suppose it's just how tiling works, but the water's edge is kind of odd with corners and such, maybe a transitional angled tile instead of 90 angled corners.

and I agree with pixelblink and your solution seems fine, why not try it. You can "steal" rocks from your rocky area so they look like they've been kicked into the sand. Take it a step further even and have some in the water's edge with the water curling around them.
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Quote Ork Replybullet Posted: 20 July 2005 at 12:00am
i've seen some excellent sand tiles where the pattern is done by using very small and low dunes... maybe you could try that.
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Quote ryan-gfx Replybullet Posted: 20 July 2005 at 2:03am
I love this tile set, it's very sexy. I love how you've used different hues of colors in the water, grass and sand. It really livens it up. And I also think that you should add a "wet sand" tile like Saiklor mentioned. It'd really add a pop.
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Quote blue Replybullet Posted: 20 July 2005 at 5:29am
Originally posted by ..::Naso::..

oh and what program did u use the make this blue? ( like the test map )


I use jasc paint shop pro 7.

I might try the sand dunes and the wet sand tiles at some point today...depending on when people aren't watching me at work. (;
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Quote blue Replybullet Posted: 20 July 2005 at 8:25am
hmmm. Played with the sand tiles...still not completley happy. There's a "wet sand" one...that's the issue, I don't like that repeating dark spot, need to lighten it up.

Also edited the water transition. I think this might look better, but I might need to play more; it could be a lot better if I added the foam around the sand as well...


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Saiklor
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Quote Saiklor Replybullet Posted: 20 July 2005 at 9:23am
I think the issue with the water darkening so much is really an issue of scale, how far as we from this land?

if we're up in a plane then yes, that sort of sharp change from light to dark makes sense
http://www.expressionsholidays.co.uk/ResPic/WW%20Home/Hilt on%20Maldives%20Aerial%20View.jpg
thats the best image I could find the depict what I mean

but if we're closer down, if those rocks are about the size of a fist or something (to give you an idea of how close) then the drop-off might want to be more gradual.
http://www.cruise.com/caribbean/photos/images/aa00_9447_pi c_531.jpg
see how that gently changes tones?

I think we're probably somewhere in the middle of those two extremes so give it more gentle changes, but not as blurred as the second image I showed.

and I really like the wet sand, although you're right, the repeating dark rocks are distracting

also those two little rock formations you put in the sand, very nice but very identical, maybe change one just a little for interest's sake.
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Quote blue Replybullet Posted: 20 July 2005 at 10:20am
Originally posted by Saiklor

I think the issue with the water darkening so much is really an issue of scale, how far as we from this land?

I think the issue is actually that it looks like it's shifting in a straight line. I need to make the edge fuzzier, as opposed to straight. Make it curve etc...


also those two little rock formations you put in the sand, very nice but very identical, maybe change one just a little for interest's sake.


It's a good idea, but...this is a tile set, as opposed to a pixel piece. I don't want to produce fifty million tiles, because doesn't that defeat the purpose? (; in that case I might as well just pixel over the iso outlines....
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Quote PixelSnader Replybullet Posted: 20 July 2005 at 1:51pm

i dont know on what limitations you are, but it might be a idea to make tile variations, like 1 kinda-boring-non-repetetive one and one that would show grid, but you only use sparcely

and the idea of making transferring (not 90 degree corners) is good too

allso, i think the grass coiuld use some contrast, and the cliffs do not show much height, so try to make the ridges darker then the top for some depth


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Saiklor
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Quote Saiklor Replybullet Posted: 20 July 2005 at 4:13pm
okay I didn't realize those were cliffs at all, uh oh....
I was thinking the rocks were between fist and knee-height in size
what were you intending? cliffs or smaller boulder/rock/pebble sized?

I guess I imaged a pixel person would be 2 units tall in this "world" but perhaps I was wrong. A little clarification please? What scale are we working with?
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Quote PixelSnader Replybullet Posted: 20 July 2005 at 4:27pm

Originally posted by Saiklor


I guess I imaged a pixel person would be 2 units tall in this "world" but perhaps I was wrong. A little clarification please? What scale are we working with?

its most likely they are like that size, but i meant that the lack of contrast between te top and sides doesnt really imply height in my eyes


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Quote blue Replybullet Posted: 21 July 2005 at 5:58am
Originally posted by Saiklor

okay I didn't realize those were cliffs at all, uh oh....
I was thinking the rocks were between fist and knee-height in size
what were you intending? cliffs or smaller boulder/rock/pebble sized?

I guess I imaged a pixel person would be 2 units tall in this "world" but perhaps I was wrong. A little clarification please? What scale are we working with?


I didn't really mean for them to be that tall, at the moment - I mean, look at the size of the grass and the rocks...if a blade of grass is about as big as the "cliff" then..well..that's...some grass.

The point is to be able to stack them, eventually, to make them tall as wanted...


Edited by blue
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Quote Monstara Replybullet Posted: 21 July 2005 at 6:19am
I think at this scale it is inevitable to have huge grass and pebbles :D
I mean, look at civ and games like that. People are HUGE naturally.
I don't think that's wrong. It's pixelart, it's an abstraction.
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Quote blue Replybullet Posted: 21 July 2005 at 7:14am
Originally posted by Monstara

I think at this scale it is inevitable to have huge grass and pebbles :D
I mean, look at civ and games like that. People are HUGE naturally.
I don't think that's wrong. It's pixelart, it's an abstraction.


true. XD but still, those aren't meant to be towering cliffs so much as about a person high, I'd say...

edit: I touched up that transition water tile. Like it much better now.


old ------------> new


Edited by blue
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Quote Monstara Replybullet Posted: 21 July 2005 at 8:14am
yah, it's much better.
I actually think the whole thing looks great.
The only thing that bothers me a little is the horizontal 'blob' thats in the middle of the water tile.
Apart from this - put in the sprites :D
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Quote Saiklor Replybullet Posted: 21 July 2005 at 9:24am
definitely 10 billion times better with all the adjustments you've made

out of curiousity why did you decide to make the water dropoff to straight, as oppossed to how you had it before curving with the undulations of the shoreline?

and what kind of game is this for? could you animate this?
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Quote Bear Replybullet Posted: 21 July 2005 at 9:34am
i liked the old transition better, but wow for your first time those are awsome iso sprites, perfect for a tactics game :D
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Quote blue Replybullet Posted: 21 July 2005 at 12:19pm
Originally posted by Saiklor


out of curiousity why did you decide to make the water dropoff to straight, as oppossed to how you had it before curving with the undulations of the shoreline?


because this is a tile test, not an iso piece. (; and do you know what a pain in the ass it is to put these tiles together!? I'm lazy. e.e

Originally posted by Saiklor


and what kind of game is this for? could you animate this?


There's no game behind it yet, actually. The tiles are supposed to be for a world..mmm. My friend Phoenix...she wrote a novel for Nanowrimo a couple years ago. It's kind of supposed to be her world...grasslands...ish...

Also, I've never animated anything...I wouldn't know where to begin...but I think it could be fun. O.o

EDIT: just for you...a less lazy, shore-conforming version. (; Also, the edited wet sand tile, and I finally seem to have gotten rid of that insightly water bulge.





this time..
older
 |
 |
 v
newer.


Edited by blue
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Quote Zoomrix Replybullet Posted: 21 July 2005 at 12:53pm
I didn't know you could go any better than what you already had. Guess I was wrong. YOu improved it almost by 3 times.
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Quote ryan-gfx Replybullet Posted: 21 July 2005 at 1:28pm
It definately looks a lot better now.
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Quote ryan-gfx Replybullet Posted: 21 July 2005 at 2:01pm
You know what I think might help? White sea foam on the edge where the water meets the sand.
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Quote Zoomrix Replybullet Posted: 21 July 2005 at 2:03pm

what's if it's a sea.

I don't know, I think foam might be overwhealming for the general look. But it's up to him. Good suggestino anyway.

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Quote Aleiav Replybullet Posted: 25 July 2005 at 2:41pm

Awesome work, Blue. I'd love to see some characters!

Or maybe you could make this into a translucent box and have kind of a boxed scene. That might be cool and a possbilities open up for a series of boxed scenes. :)

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Quote Ensellitis Replybullet Posted: 25 July 2005 at 6:56pm
Originally posted by Zoomrix

what's if it's a sea.

I don't know, I think foam might be overwhealming for the general look. But it's up to him. Good suggestino anyway.



Sea does produce foam...  I have seen foam produced in fresh water, if there are waves, foam will be caused 90% of the time. 

I think foam would be an awsome touch, also, if you could find a way to animate the water tiles and still remain seamless, these tiles would be even greater.  As they are now, they look really great.  I would do tiles, or try, if I knew how to adapt them to a ISO grid as you have done...
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Quote Zoomrix Replybullet Posted: 25 July 2005 at 8:06pm

Whoa sorry, it was late I didn't know what I was talking about. Anyway, foam might be good.

And a small scene with crabs or little turtles could be interesting :P

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