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Thanks for the feedback man! I see what you mean about the spikes, yeah I definitely can try making it that way.
also thats true about the ground, I kind of overlooked that lighter outline thing on my part. Ill see if I can remove it completely and how it looks then, if not ill make it darker.
Looking good, man!
One thing I notice about the spikes is that the lighting suggests they are curved lengthways rather than around their width. If they are meant to be conical and shiny, I would expect the lightest parts of the reflection to be tall and thin, and probably less uniform across the spikes. This might be tricky at this resolution, but certainly doable. It might also bring up the average lightness to make them stand out more. I do love the inclusion of the blue on them, though.
Another thing to try might be removing the dark outline on the top of the ground. Right now it seems to create a pretty unnatural step. Against much the the background, it is one of those outlines that ends up being lighter than the background which can give a kind of embossed feeling. I suspect it would look good if you just replaced it with the lightest green, or went a bit darker with it if you still want to keep the outlines on the ground.
Thanks!
Yep I also think that's the case, but this is just inside the art program, and I was just sticking to tiles, so I didnt do it. ;)
That is a pretty nice background tileset. Good solid clusters.
I quess the problem you have with the spikes is that they are now sitting behind the ground tiles. Your perspective at the moment has the top of your ground layers showing. Just move the base of your spikes to start from the middle of the light brown part of the tiles, and I think it will already be more clear.
Yep, they're spikes. If it was a game they would probably be placed a few pixels lower and made a bit more noticeable.
are those spikes in the pit? They seem to sit a bit in the background. I wouldn't be completely sure if they were a hazard or not until I jumped on them.
Looks Epic