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Mil
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bullet Posted: 21 September 2010 at 12:48am
Argh, I'm going to modify mine :D
here was my wip:

Of course, I will change it to make it match the Anubis Temple.


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Club Beuker
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bullet Posted: 21 September 2010 at 1:12am
Today's WIP:



And today's Edit:


I'm quite satisfied actually..


Edited by Club Beuker - 21 September 2010 at 2:38am
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bullet Posted: 21 September 2010 at 2:29am
Originally posted by Mil

Argh, I'm going to modify mine :D
here was my wip:

Of course, I will change it to make it match the Anubis Temple.




Guys if you both sacrifice a little it'll be little problem.


@Club Beuker: It looks almost complete dude, my eyes are just looking for some more dirt (rocks, sand, cracks, vines, stains w/e) on the upper corner, looks a tad bit too clean. Just a few more pieces would do, not saying you should make it overcrowded. (btw same goes for the anubis temple)


Edited by Gecimen - 21 September 2010 at 3:21am
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bullet Posted: 21 September 2010 at 2:52am
can i claim tile #56?
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bullet Posted: 21 September 2010 at 4:44am
Originally posted by Gecimen

Originally posted by Mil

Argh, I'm going to modify mine :D
here was my wip:

Of course, I will change it to make it match the Anubis Temple.




Guys if you both sacrifice a little it'll be little problem.




I'm open to anything.  I like your idea Gecimen.
hehe (ಠ_ಠ ) o_- :p
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Club Beuker
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bullet Posted: 21 September 2010 at 5:36am
Added sand + boulders.. guess I'm done here.



We just needed some Zelda in there :p
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jalonso
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bullet Posted: 21 September 2010 at 6:22am
I meant this. Making the entrance more important looking. Some Egyptian temples have entrances where the roof is cut a bit. I just thought Anubis' legs could frame that with his paws over the columns...just an idea.


@Mil, that looks great!

Added Club's tile and reserved 56 for alpoter.

@All, more underground-ish, pleeeeeeeez!


Edited by jalonso - 21 September 2010 at 6:29am
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Club Beuker
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bullet Posted: 21 September 2010 at 6:30am
@Jalonso, Zelda = underground. Well at least the dungeons are:

http://zelda.wikia.com/wiki/Level_1_%28First_Quest%29
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jalonso
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bullet Posted: 21 September 2010 at 6:37am
@club, that wasn't for you. I was just keeping the 'focus on the theme' tone.
No mines, gem deposits, stalagmites, stalactites yet :(

Edited by jalonso - 21 September 2010 at 6:37am
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dpixel
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bullet Posted: 21 September 2010 at 6:41am
Originally posted by jalonso

@club, that wasn't for you. I was just keeping the 'focus on the theme' tone.
No mines, gem deposits, stalagmites, stalactites yet :(


Wait a minute.  I have stalactites on tile 98 and mining cars in 63.  XD

hehe (ಠ_ಠ ) o_- :p
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Club Beuker
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bullet Posted: 21 September 2010 at 6:42am
Let's hope we don't all create a gem filled stalagtite/-mite cavern type of tile right now..
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jalonso
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bullet Posted: 21 September 2010 at 6:50am
Originally posted by dpixel

Wait a minute.  I have stalactites on tile 98 and mining cars in 63.  XD


not exactly stalactites :p
Originally posted by Club Beuker

Let's hope we don't all create a gem filled stalagtite/-mite cavern type of tile right now..


true dat! Maybe I'll make one tile to define/illustrate what I mean and maybe have an area with lots of it kinda like this is...real cave-ish



Edited by jalonso - 21 September 2010 at 6:51am
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dpixel
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bullet Posted: 21 September 2010 at 7:28am
Nice example jal.  Just like the underground levels in Diablo II.

http://img103.imageshack.us/f/corpsefire2.jpg/




Edited by dpixel - 21 September 2010 at 7:30am
hehe (ಠ_ಠ ) o_- :p
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Gecimen
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bullet Posted: 21 September 2010 at 8:27am
Hi again, 1st WIP for #19

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jalonso
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bullet Posted: 21 September 2010 at 9:28am
@Gecimen,  are you leaving the whole eye for DrD?

Could'nt help myself from taking another tile (50) and feeding the need to see some stalagmites, stalactites



Edited by jalonso - 21 September 2010 at 9:28am
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Gecimen
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bullet Posted: 21 September 2010 at 9:59am
Well isn't it supposed to be on the top of the sphere?
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Club Beuker
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bullet Posted: 21 September 2010 at 10:43am
Yes it was
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jalonso
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bullet Posted: 21 September 2010 at 11:43am
@Gecimen, are you just doing what is said to you without comprehension or do you understand the 'why' in comments directed at you...about the sphere, statue and anything else. We want you learning, so asking for explanations/questions is cool. My bad, eye on top 9.9


Edited by jalonso - 21 September 2010 at 12:50pm
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Gecimen
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bullet Posted: 21 September 2010 at 1:35pm
Sorry I'm not sure I understand what you said now... (English is not my native language)... But if that's supposed to be an insult, well I still don't get where you came here from. If this is about the technodrome, I know LuckyF wants it to be true to the original, that's why I said the eye is supposed to be on top.

And where else did I do something without questioning? Yeah I'm here to learn more about pixel-art not to mention participating in some stuff and I'm asking questions daily.

I don't know if I accidentally broke your heart with something I said earlier, but unless this is the case I find your quote quite inappropriate in a supposedly "collaboration" thread.
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LuckyF
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bullet Posted: 21 September 2010 at 1:45pm
Originally posted by Gecimen

I know LuckyF wants it to be true to the original, that's why I said the eye is supposed to be on top.

 I thought we all wanted it like that. )))
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jalonso
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bullet Posted: 21 September 2010 at 1:49pm
@Gecimen, You read wrong, because I expressed myself wrong. I was hopefully complimenting you. You seem to learn, understand and pick things up fast. The sphere shows much better pixelwork than you showed just a few days ago. Therefore I asked if you were understanding things being said or just doing what others have said. I did not know you don't speak English well and now I feel badly that you won't truly understand what I was trying to say before and tried to explain further here...

...another update but wonder if there's too much going on there


E: I was OK with true TMNT after my glass observatory was killed :p

E2: If anyone speaks Turkish will you please PM Gecimen and explain what I was trying to say...I think I pissed him off


Edited by jalonso - 21 September 2010 at 1:57pm
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dpixel
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bullet Posted: 21 September 2010 at 1:56pm
I think we're all are learning. Especially me.  
hehe (ಠ_ಠ ) o_- :p
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Gecimen
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bullet Posted: 21 September 2010 at 2:30pm
Ouch.. so sorry there Jal, I really got it like "you're doing everything people say without understanding why" Yet, if I didn't give a hint I'm not a native English speaker by now I think I'm doing good with the language :)

And ok now that I get what you said, the reason I'm doing better (and thank you if you think so) is I examine every tile everyone's submitting pixel by pixel, especially by the seasoned pixel artists such as yourself.

I joined the community this april or so but I hadn't been "forced" to examine into pixels of others before.

And WIP2:

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jalonso
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bullet Posted: 21 September 2010 at 2:36pm

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bullet Posted: 21 September 2010 at 4:21pm
It seems that my tiles was left behind... so here it is again:


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dpixel
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bullet Posted: 21 September 2010 at 5:47pm
Updated entrance



Edited by dpixel - 23 September 2010 at 5:58pm
hehe (ಠ_ಠ ) o_- :p
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jalonso
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bullet Posted: 21 September 2010 at 6:17pm
At the end of a long-assed comment, I lost it all and it was extra rambly
The short of it was:
  • Entrance is much more interesting.
  • The light blue or grey in the entrance shadow sticks out as a 'shape', try dark green or blue.
  • Look at DawnBringer's bricks, 5 posts above and notice all the play on the lines, me thinks your bricks could use some of that.
  • The shadows cast by Anubis will be the same colors. Consider coloring Anubis, in green/blue/grey. Like the rocks on the top but not so grey.
@Abrax, sorry dude, I thought you were still in WIP mode. Next update it will be added :)


Edited by jalonso - 21 September 2010 at 6:18pm
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bullet Posted: 21 September 2010 at 6:28pm
I'm gonna make 32. Btw there are two 31 tiles in 2nd post but no 32(:
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jalonso
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bullet Posted: 21 September 2010 at 7:01pm
thx a3um, its yours

Updated main pic and added some WIP ones too.
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kenpokis
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bullet Posted: 21 September 2010 at 7:46pm
Could I have tile 8 kind sir?

Edited by kenpokis - 21 September 2010 at 7:46pm
!Strange Atoll - The Amazing Wilbot Game Project!
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jalonso
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bullet Posted: 21 September 2010 at 7:55pm
@kenpokis, You can have that tile but there are issues atm with that tile. First #23 is reserved by shampoop, who hasn't posted a WIP (he was an early one), he could be in trouble now with his tile. Abrax had the last no neighbor opening tile.
Since that time one of the special rules came into effect:
Special Rules
• From the 6th tile on your tile MUST have at least one neighboring tile already posted that your tile blends into.

Up to you. You wait and see what happens in that corner, or you find another spot.

**Random thought**Just looking at main pic, #79 is gonna be a nightmare**


Edited by jalonso - 21 September 2010 at 7:56pm
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kenpokis
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bullet Posted: 21 September 2010 at 8:00pm
Alright i'll work on it some more and wait and see, maybe move spots if I have to. 
!Strange Atoll - The Amazing Wilbot Game Project!
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jalonso
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bullet Posted: 21 September 2010 at 8:11pm
Just let us know (I'll post you for that tile but if you change your mind let us know that too). This collab has no deadline so take your time doing your best :)


Edited by jalonso - 21 September 2010 at 8:12pm
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Dr D
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bullet Posted: 21 September 2010 at 10:31pm
Been trying to get some work in.. Having trouble with the lava (using Reo's style)



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LuckyF
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bullet Posted: 21 September 2010 at 11:55pm
 Here's Okes wip for #25.

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Mil
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bullet Posted: 22 September 2010 at 3:11am
#21 nearly finished :)
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Gecimen
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bullet Posted: 22 September 2010 at 3:15am
@Oke (or luckyf) good idea, could be a bit more interesting if there was a ceiling right on top of her head.

Edited by Gecimen - 22 September 2010 at 3:15am
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bullet Posted: 22 September 2010 at 3:39am
I notced some color changes in my pic (indexed color thing) so I uploaded it again:



This is the correct one..
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Oke
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bullet Posted: 22 September 2010 at 4:04am
Make some changes, and I can login on forum at last
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bullet Posted: 22 September 2010 at 5:21am
@Oke: Looks promising.. kutgw!
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Gecimen
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bullet Posted: 22 September 2010 at 8:24am
Oke, when you paste the link of the pic, can you delete the lines that begin with [URL or end with /URL] please?
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Oke
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bullet Posted: 22 September 2010 at 8:26am
Originally posted by Gecimen

Oke, when you paste the link of the pic, can you delete the lines that begin with [URL or end with /URL] please?
Ok
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dpixel
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bullet Posted: 22 September 2010 at 9:48am
Originally posted by Mil

#21 nearly finished :)


Nice job Mil.  Works for me.  :)

Originally posted by jalonso

  • The light blue or grey in the entrance shadow sticks out as a 'shape', try dark green or blue.
  • Look at DawnBringer's bricks, 5 posts above and notice all the play on the lines, me thinks your bricks could use some of that.


Are these 2 points related?  Is it just the inside bricks you're referring to?

EDIT:
Here's the Anubis edit:  The monitor I'm on right now sucks.  I can't see sh*t...lol, but I think these were the colors you were referring to...



Edited by dpixel - 23 September 2010 at 6:00pm
hehe (ಠ_ಠ ) o_- :p
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jalonso
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bullet Posted: 22 September 2010 at 10:50am
@dpixel, the 'shape' that stands out is inside the entrance door, the middle tone.
Zoom in on this and check the bricks and all the lines of the bricks. You have 16 colors, use them. Just because you are working on a 'brown' doesn't mean you are limited to the brown shades ;)
On the Anubis I think you can find a better combination of colors but me thinks contrast and definition is key on it. The ears are critical so outline them if you have to.


@oke, what a great idea! Dunno how far along you are but Alice is not quite isometric. Maybe the face and shoes are all that needs editing so it reads iso???

Another stab at #50. Can't yet figure out how the priest gets up there.
Maybe he'll hold a big Rupee too.


@ClubB, sorry bout that, main pic now includes new update.


Edited by jalonso - 22 September 2010 at 12:23pm
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JC Denton
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bullet Posted: 22 September 2010 at 1:28pm
The egyptian temple looks great !

Here is what I did so far



Ideas ? Advice ?
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dpixel
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bullet Posted: 22 September 2010 at 1:54pm
Originally posted by jalonso

@dpixel, the 'shape' that stands out is inside the entrance door, the middle tone.
Zoom in on this and check the bricks and all the lines of the bricks. You have 16 colors, use them. Just because you are working on a 'brown' doesn't mean you are limited to the brown shades ;)
On the Anubis I think you can find a better combination of colors but me thinks contrast and definition is key on it. The ears are critical so outline them if you have to.




Geez.  Nice edit jal.  I don't know if I should discouraged or motivated.  

I see what you mean about the bricks now, but I was matching the tile next to me.  Wouldn't that clash with Gecimen's bricks?
And the shaded side of the top entrance bricks, I tried to mimic hieroglyphics in this edit:


I'll have to get on my other monitor to view your Anubis edit.  It's hardly readable on the one I'm on now.  (I'm still at work)  And I don't see it's gold collar.


Edited by dpixel - 23 September 2010 at 6:02pm
hehe (ಠ_ಠ ) o_- :p
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jalonso
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bullet Posted: 22 September 2010 at 2:11pm
The trick to that is to blend into your neighbor's tile. You start strong and soften until you match your neighbor, in this case to nothing. For you it probably means both edges of the temple...
unless, you collaborate with your neighbors Mil and Gecimen, who agree to match.
My edit is just a guide. I think there are better color combos for Anubis.
The color that's a 'shape' is in this last edit you show. In between the dark grey and the red color, that light grey or blue. It stands out, make green or dark blue. Play with that.

@JCDenton, nice job!


Edited by jalonso - 22 September 2010 at 2:11pm
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Gecimen
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bullet Posted: 22 September 2010 at 2:15pm
@dpixel: if you do something mediocre I'll edit mine to match yours slowly

@Jal: Your anubis colors are extremely good but the ears look a bit like a mule's instead of a dog's. I think outlining may give it a too thick feeling.

WIP3 for tile #19


I've got a concern. How can I make the trident-ish thing that sticks out of the technodrome more seperated from the background without using an illogical coloring? I already painted it with blue and green but still it's a bit lost.
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Gecimen
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bullet Posted: 22 September 2010 at 2:49pm
Originally posted by JC Denton

The egyptian temple looks great !

Here is what I did so far



Ideas ? Advice ?


If you'd like to listen to a noob's advice,
-Use some selective outlining.
-Show the thickness of the walls inside the archs.
-Use some greens/blues
-Break the 2nd coloumn from left and add some cracks to the standing parts of the coloumns.
-Add some more rubble (e.g. broken parts of the coloumns and wall)
-Add snow on the top side of the walls and coloumns.
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jalonso
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bullet Posted: 22 September 2010 at 2:55pm
Sometimes things are just not possible. Seeing as how the claw/trident thing isn't adding much it could be best to remove it. There are 2 of those already on there and DrD may add one too so the viewers mind will see one there tho there isn't (as I said before, pixelling by suggestion is a skill too). I noticed that before and wondered how you were going to deal with that. That thing is 3:1 not 2:1.

Now you could move the lava towards the ghost ship and then darken that whole area back there to dark brown so the claw is all black with a highlight??? A benefit doing this is that the glow on the sphere will be again noticeable since it looks good.

so...I don't know, I often re-pixel whole areas just to see what works :|


Edited by jalonso - 22 September 2010 at 3:17pm
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