![]() |
|
I like your old tileset more than 90% of tiles I've seen. Sure, if you look at the grass as a piece it looks funny, but that's why it's pixel art-you imply. The tiles and piece as a whole worked extremely well imo
I chose dark and cold colors in the old version so it gives off that ambiance. New palette slightly made it "happy". Started seriously pixeling a month or two ago so I'm trying some stuffs. Maybe tilesets are not just for me or i need more practice.
old version was MUCH more evocative and superior in my opinion.
In the old version, the art style, execution and palette aligned so well with the content matter. Now it just looks like anything else, except with the uniqueness of a water nymph.
The old version really captured my imagination, new version doesn't. I found the old version just as readable. The sprite is clearly a nymph with a towel laying in water with her leg up...
I like the old grass tiles too, but the new ones look great.
I don't feel that the white HUD is really going somewhere, it's somehow distracting.
A big improvement from the first version. It looks much more defined and harmonic!
I really like the desaturated palette with the earth tones. Well done.
Much better for sure.
You are still new here and you had an extra loving and deserving welcome with your first few gallery pixels but don't ever think that the PJ community will let you slack and be lazy. If you make anything below your own standard we will let you have it.
This is far more readable. Only things I don't like with this is the white behind the dialog and the line under the nymph portrait.
@Adarias Thanks, i'm reworking on sprite and the portrait, although I might not change the palette drastically. For the portrait, the problem seems to be it looks like its leaning to the left, almost twisting. As for the sprite, now that I see, it seems a little off since it is supposed to be looking in front where in this piece it is looking at the side. The new sprite is finished, I will update when I worked on the problems. Again, thanks, I learned alot of mistakes and how to correct them.
*slight problem there in reply form :|. I dont know who I sent that reply.
@Manupix Thanks, reworked the sprite and portrait, lone pixel also removed
Readability of the portrait is near-zero. While the color and shading conventions of the sort of nouveau-inspired manga illustration are present, they don't add up to distinct forms. Eventually i figured out that she's just standing straight, but the tumbnail or from the corner of your eye makes it look much more like this -- with a turned head and hand over the shoulder. This is pretty distracting.
The grass works when its all together, it's the boundaries that need work. Try a lightweight transition tile to smooth that out and consider using a less dark/dull color as the flat tone so that it doesn't feel sooo different from the detailed grass.
Personally i'm not a fan of the palette, it makes everything look covered in dust. Don't be afraid of a little color, even in a subtle environment. You don't have to go all rainbows and unicorns, but you also don't need to make everything the same color of olive drab.
Lovely subdued colors.
Overall lack of readability: I'm not sure what to see in the sprite; and I can't make out anything below the shoulders in the portrait.
The plant tiles interfere: the lone pixel on the left side completes a triangle with the leaf on the adjacent tile right side.
I love it, I think I know what you mean with the grass tiles but it's still really pretty<3
I wouldn't go quite that far. Your tilesets flow quite well, especially compared to a lot of top-down RPG style sets I've seen floating around. And you do a fairly solid job of breaking up the grid for the most part. I'd say that if you're struggling with tilesets, it's just a matter of practice, since the subject matter and feel are definitely there.