@Jetrel: talk about a long comment.
Anyway this is a good piece of work, especially on the texturing. Love the colorful palette used. This would be an awesome game for esxample on Nintendo and this also reminds me from all the Mario games on it. Beaut.
For a more meaningful response; these look great. Although you expressed a bit of concern about these being 'commercial', I still think they're fairly innovative; the colors are much more straightforward, but your texturing (and many of the choices of subtle blend colors in the color ramps) are quite unique.
Another thing that makes it a good idea, versus the previous graphics, is that the usage of more straightforward vibrant green (as well as the yellow-tan highlights on the earthtone ramp) makes the whole thing a lot more vibrant and "summery". I'm all in favor of innovation; but it's always nice to have at least one part of a game with a "bright verdant green" tone to it. Especially since you can probably use palette shifting to reuse the same tiles in other, much less conventional alternate palettes.
Also, I don't know if it's an intentional game component, or just a part of the mockup, but that "stylized stone game-board edge" in the foreground is brilliant - I really wish more games would do that; that was an interesting idea toyed with in the old days of bullfrog games like powermonger/populous (although they used it differently - to cap the camera bounds because they weren't rendering to the whole screen for performance reasons), but it's since fallen by the wayside. I think it'd be a much more interesting way to mark the "bounds" of a game environment than the typical black expanse.
Good luck with all this - it'd be really awesome to see partisan as a playable game someday, and I know how hard it is to finish off ambitious projects like that.
I too am planning to do it harder, better, faster, stronger than before! Moreover, I came....
I've been stalking your work on Partisan Tactics for a while now. This is the best iteration. So lush.
For some reason (besides being iso -,-') this really looks final fantasy tactics advancey-y. Congrats. FAV+.
Hmm thought I commented on these? Anyway, awesome stuff as usual. The style has evolved for the better imo, with a much bolder feel than before, and still very clean and readable. I wish you the best of luck with the project!
It seems I've angered a lot of people.
I mean it's like SMRPG because of it's isometric style, and it's like M&L:PiT because of the grass style.
I didn't mean it as a BAD thing! X)
http://dsmedia.ign.com/ds/image/article/661/661297/mario-luigi-partners-in-time-20051025100628268_640w.jpg and http://www.serone.org/blog/gallery/1/super_mario_rpg_vcmm_lg.jpg
???
SMRPG is a great game but it's not even pixel-art, and i don't know partners in time but I don't see many similarities.
As for characters, it's always something to keep in mind, and you can see some progress at http://www.wayofthepixel.net/pixelation/index.php?topic=8383.0.
the grid is more fluid than a traditional tactics game, where characters have ideal ranges of movement and attack which they can deviate from. So unlike say FFT where you attack or you don't, you might still reach a player but he gets a bonus defending because you took too many steps. Spells and guns also can reach across the entire map if the character has LOS, although with terrible accuracy, so the questions really become relative. Melee attacks also generally hit across multiple squares, or can if you want them too, with large weapons sometimes even requiring that you not be directly beside the target (too close to swing). Again, visit the topic above if you are curious :P.
Pumpkinbot just ruined this piece forever, he should be ashamed!
Awesome dude. It looks like your getting even better with tiles.
Heh, reminds me of a mix between Super Mario RPG and Mario and Luigi: Partners in Time. X)
Pretty nice :) the hills don't have a isometric feel somehow and the outlining on them is making them stick out too much i think, still, naise!
One word: lush...
Great work here
My only concern would be that, if you were to put a player into this scene... he may not stand out very well?
Baller! Just make sure that there is some readability between the tiles. Part of the strategy of a tbs, is to be able to glance at a screen and make educated decisions about relative locations of your allies and your enemies. Beautiful graphics can quickly be detrimental if they begin affecting gameplay. In this case, it is possible the flow of the game would be interrupted while players check and double-check their units susceptibility to attacks from other nearby (but how near?) enemies.
Your tiles have inspired me for ages, and yet you keep coming up with even better ones!
Looks great. I love the colors in particular. Keep it up!
Great colors, everything well defined and stylish
If you have the motivation to make everything as great as this on the art side, that restarting is worth it!
woah, wicked, lush, and as always your work ethic and dedication is admirable.
glad to see this project is still alive. great tiles too, love the colors. : - )
definately an improvement, much more in-line with the character style now I think. nice!
Exellent.
More?! I thought the old tiles were great. but these are awesome too.
Well done! Wow, they look amazing :O