Redone the tiles and adjusted characters a bit since my job classes post, this is a mockup of a scene (theres no dialogue because the text and portraits are not pixel-art, and i wanted this mockup to just show pixels)
C+C? this is the first anyone has seen the new tiles
bushes are yet to be redrawn and finished, so some of the green regions may look a bit out-of-place with the rest
Discussion
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nice tile work were is the knight from the that looks awsome. one thing I think were the tile drops off the grass should hang over the edge giving it more depth oki 4/5
I really like this. It's very well done, it is fluent in all aspects when it comes to being matching. All of your tiles are great, the sprites are very detailed, and I think it's worthy of a 2D hall of fame award!
Always a visual treat to see your pixels. I love this mockup. To detail things would make for a long reply so I'll nitpick one thing for you to consider?!
You mention the greenery still being worked out. On this, I would rethink the red plant. Maybe the shades of reds used or just the placement of the one single plant. For me it stands out too much. Additionally, that specific plant tile seems too out of scale for the the sprites.
That's Friggin awesome as always, I've always been a big fan of yours but there is a lil thing bothering me (nothing quality-related)...where is the scene on the preview? )@o@(
toby - that has been suggested a number of times and will be implemented, but the editor doesnt support it *yet* so i havent posted anything with it. this isnt really a WIP except for the bushes and sand tiles that may change quite a bit, but the tile system is still very much in development
I like the mockup - as always - but the terrain objects (walls, planks etc.) lack depth. For instance where the stone staircase meets the edge of the wall on the viewers side you can't really see whether the wall actually rises higher than ground level or not. A simple outline would add much depth but could probably compromise the artistic direction you're aiming for.
I think it looks awesome. You have really done a great job on this and it has been interesting to follow the progress. I really like the woodtiles, and the gunshots there. Looks awesome. The characters also look great of course!
the stones do tile but that wasnt my initial issue with them...why are the sides more brick like and the tops are more randomly placed stone like? other than that I love every bit. fantastic work here adarias.
The tileset looks great, all of the extra time you put into the buildings really shows.
The two things that seem off at the moment are the swirly dirt tiles (they just seem bizarre, they look like pudding) and the angle of the rifles. As far as the rifles are concerned, I'm guessing that you're not doing 8 directions for all of your attacks - if they're actually supposed to be firing E instead of SE, then they look great, but if that's a SE firing anim then they need some fixin'.
The only other thing that sticks out is the pattern in your cobblestones - they're dark in the middle, light on the sides, and it ends up giving them a really patterned effect when they're laid down next to each other.
All in all, though, this looks great. I can't wait to play a demo of this thing.
thes - i know there is a problem with the wood, but unfortunately, im not sure how to go about solving it (will probably add in an AA color). im afraid putting the grain across the planks instead of with them would confuse the scene and would also make for incredibly weak decking - ask any carpenter
the sand (it isnt dirt) texture is bound to change a bit, the trouble is that it is that im finding it very difficult to create an isometric sand that tiles four ways. if anyone has any suggestions, im wide open to them :)
the stone tiles...im not sure what to do. bricks are bricks, and round cobbles are round cobbles. to me they look exactly like what they are. again though, open to suggestions
I like how you immediately can tell if something was made by you, but I have to agree with thesalus about both the stones and the swirly stuff. And the whole piece looks a bit dull to me, but that could also be because of my laptop monitor of course. If not, I think it would look nice if you upped the saturation quite a bit.
The tiles look much more like what they represent now, although the stone work still has that tiled feeling to it [although it is very much an improvement from before]. I'm still not sure about the swirly textures that you have going on there. They look cool, but they don't really look like dirt. The lighter parts of the wood look a bit off too, maybe if they were done along the length of wood instead? But otherwise, everything looks beautiful.
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