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GBAish tiles-Could I get some color advice/crits?

Printed From: Pixel Joint
Category: Pixel Art
Forum Name: WIP (Work In Progress)
Forum Discription: Get crits and comments on your pixel WIPs and other art too!
URL: https://pixeljoint.com/forum/forum_posts.asp?TID=20113
Printed Date: 12 June 2026 at 1:42am


Topic: GBAish tiles-Could I get some color advice/crits?
Posted By: Sunjammer
Subject: GBAish tiles-Could I get some color advice/crits?
Date Posted: 13 November 2014 at 8:00pm
I've been working on this for a while now, and feel like I've hit a roadblock with color

Something about the image feels wrong no matter what I change and I think I need some outside advice from someone who has more experience perceiving color issues

I'm trying to get a really atmospheric, dark mood using mostly monochromatic hues, mostly yellow and green, and pretty desaturated

Are my saturations too low or wrong? Ramps/Hues not good? Values even?

If someone could send some tips my way or color edit or anything like that I'll definitely send prayers to you when you are fighting Giygas



bonus first time light animation



Replies:
Posted By: DrTripwire
Date Posted: 13 November 2014 at 8:27pm
I'm not sure if the reflection would be that strong. There's also a bit of conflicting - not contrasting - textures with the floor + red rug. Other than that, I love this!


Posted By: heyguy
Date Posted: 13 November 2014 at 10:27pm
It reminds me of Resident Evil 2 and 4. And since its on the GBA and Nintendo, a little bit of Luigi's Mansion! Looking pretty sweet so far! I think the light casting in from the windows onto the floor shouldn't be opaque. Make it a bit more transparent so we can see the  floor texture. Also, maybe not pure grays on your windows.

Is it day or night outside? The pale gray on the ground suggests it's a moon lit night. But the grays in the window suggest it's day and maybe overcast. If it was an overcast day, the shadows on the ground would not be so sharp.

Additionally, what's outside? Presumably, since this is a top down angle, you should be seeing the ground outside the building, right? Hey, you can always break game perspective but you should think about what's outside.

To be honest, I'm not sure I like the main versions floor. I much prefer the checkerboard tiles of the alternative version. What I especially like about that texture is that you that border tile where the floor meets the wall. I think your mixed tiles texture looks repetitive. You should experiment and make one more floor texture that looks different then the other two.

I agree with Tripwire about the floor and red rug. I don't like the texture for the rug. I looks like its all rumpled up but the edges are perfectly straight and it has perfect right angles. Doesn't look right. I'd suggest making a new texture, maybe a pattern carpet, appropriate to the setting and era of your idea. If you really want to make a carpet that looks worn, uneven of the ground, rumpled, etc, search for some reference. If you need some rug pattern reference, check out gtextures.com and type carpet in the upper left search box. Lots of great overhead shots of carpets!

http://cgtextures.com/



Posted By: PixelSnader
Date Posted: 13 November 2014 at 11:08pm
I'd make the floor a lot flatter.

In fact, I'd make everything flatter.Here's an edit:



While I did change some colors, those were small tweaks. Most I changed was toning down some highlight colors to fit within a ramp better. And yeah I did change the 'whole' ramp of the door and roses.

But mostly, it's about the pixel work, and not the palette. You've got the tendency to try and use every color everywhere, to make every part as dynamic as possible, and to cram in as much detail as you can.

The first thing I edited was the floor. I simply changed the brightest and second brightest colors into the third brightest. This flattens the floor, and makes the floor look like a surface with some small dents, instead of almost being cobblestone. Same thing for the rug; it's not a pile of laundry, it's a very flat fabric.

Then I went on to fix the pillar and other stonework. Which was a lot of flattening again. You only need a little bit of highlights, and the most should be flat planes.


Also, I suggest you don't work on tiles individually. Instead, work on a complete set, as a completed environment. You'll notice how me filling in the window highlights and that empty spot of floor makes the whole image feel a lot more finished. It feels like a whole.

You can work on the tiles separate initially when you figure out the optimal ways to connect things, how to handle corner pieces etcetera. But when you're finished with figuring the module blueprints, build a room with it.

Then start filling in the base colors. Add basic lighting, colors, and start detailing the ROOM. Not the tiles, but the complete environment. Because it'll give you a much better sense of how the end product will feel.


Also. it might be fun to try and add in some symbology. I plopped down some crosses for detail, but if it's a demonic house or a vampire lives there, imagine upside-down crosses. And sunflowers would be nice and ironic for a vampire. Also a bit less clicheéd than roses, and better fitting in the colorscheme. =P

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