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Vine
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Quote Vine Replybullet Topic: GameBoy Desert Tileset
    Posted: 28 August 2011 at 6:00pm
GameBoy desert tileset.
I don't really know what to say, just looking for critique I suppose.
Suggestions? :>



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CELS
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Quote CELS Replybullet Posted: 28 August 2011 at 6:06pm
I think it's brilliant. Though if it wasn't for the cacti, I wouldn't know it was a desert. It might just as well be snow. I'm not sure how to fix that. I suppose you might want to fix the edges of the cliff, as they look a bit 'fluffy'. Also,  make the flat terrain a bit more uneven, add more pebbles and such.

Anyway, I'm just guessing. I'm having a lot of trouble pixelling the desert myself.
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jalonso
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Quote jalonso Replybullet Posted: 28 August 2011 at 6:07pm
Beautiful.
Maybe because there is ho GUI/HUD it looks empty, but I can see this tileset working. Some shadow issues. Cactus it goes back, skull down, round cactus down (I like the back leaning best.)
Also, Pixeljoint has a zoom feature (just click any image) which everyone uses so you don't have to pre-zoom art ;)
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Quote Qemist Replybullet Posted: 29 August 2011 at 3:38am
It reminds me of this zelda game.. :) looking good!
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Vine
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Quote Vine Replybullet Posted: 29 August 2011 at 12:50pm
One of my main concerns is the ramp, it feels like it isn't slanted at all, and I'm not entirely sure how to go about fixing it? :<

Originally posted by CELS

Though if it wasn't for the cacti, I wouldn't know it was a desert. It might just as well be snow.

I noticed that too, couldn't really decide how to differentiate it from other stuff unless I spammed the floor with specks of sand or made snow diffferent enough so the player would recognize the difference.

Originally posted by jalonso

Some shadow issues. Cactus it goes back, skull down, round cactus down. Also, Pixeljoint has a zoom feature (just click any image) which everyone uses so you don't have to pre-zoom art ;)

Never noticed that, haha.
Guess I'll push some shadows up.
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neofotistou
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Quote neofotistou Replybullet Posted: 30 August 2011 at 3:29am
Here's a thought: I made the sun come from the top right. Maybe too dramatic an angle (45 degrees would indicate afternoon) but you can experiment with it. I think it helps readability and the sense of high noon/desert heat.

Also, I disengaged your cactus on the right from the cliff, because they were sharing an outline at the top.

Just a thought, though. I like this a lot.

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Vine
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Quote Vine Replybullet Posted: 30 August 2011 at 2:47pm
Ah, I see what you mean with the shadows, they look neat.
I'm experimenting with different kinds of shadows for now, haven't really decided which one to go with.
I tried adding depth or something to the ramp to make it not look so flat by bending the walls near it, but it still looks relatively plain.
I tried dithering it to get a "sub-shade" but it just doesn't look right, thinking I may have to redo the entire ramp. ):

Tiny update:
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neofotistou
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Quote neofotistou Replybullet Posted: 30 August 2011 at 3:53pm
The shadow on your second cactus inside the border looks killer. The ramp is actually fine, you may be overthinking it. But, if you want, you can try a dithered gradient with your light gray at the bottom of the ramp and the 'white' value at the top.
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Quote Vine Replybullet Posted: 31 August 2011 at 5:36pm
Alleviated some of the "lack of ramp looking angled."
Added shadows to everything.
Fixed water border.
Edited cliff outlines.
Deleted a few obsolete tiles.


Made a few animations, looking for critique on them.
Mostly, the left-facing one.


Thanks for the help so far, everyone :>

Edited by Vine - 31 August 2011 at 5:37pm
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Mr Special
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Quote Mr Special Replybullet Posted: 31 August 2011 at 5:52pm
Wow, your tileset looks great! I like what you did with the ramp in the latest version. I'd really like to see even more terrain settings. What all do you have planned? You're doing a good job with this.
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Quote jalonso Replybullet Posted: 31 August 2011 at 7:30pm
hmmm, you are having shadow issues still. The player has none. The water and mountains use front to back, and all other right to left. It stands out because of the simplicity and 4color palette.
I personally like the front to back so that shadows can hit the rock cliffs as the cactus in the first WIP showed.
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Quote Vine Replybullet Posted: 01 September 2011 at 8:53pm
Why I've been refraining from anti-alias:
Wanted to make sure the character looked decent on different kinds of backgrounds, instead of only the lightest color.
Example:

-Lots of AA on head

-Baby amounts of AA on head

I went through and tried to anti-alias larger objects, and re-shadowed the water so the shadows are facing the appropriate direction.
Haven't decided if I want that much anti-aliasing on some of the objects, but they look good regardless.
This is probably the final version for this tileset unless someone points out something substantial, I'll probably start a different theme tomorrow :>



Originally posted by jalonso

shadow issues still. The player has none. [...] mountains use front to back.
I personally like the front to back so that shadows can hit the rock cliffs as the cactus in the first WIP showed.
I'm tempted to say that fixing the shadows on the walls would be too much effort for how little an effect it'd have, but I'll have to play around with it and find out eventually I guess.
I liked the shadows hitting the cliffs as well, actually.
I'm sure I can figure out a way to incorporate it somewhere even with these new shadows.

Originally posted by Mr Special

I'd really like to see even more terrain settings. What all do you have planned?
World Map
This is not set in stone, at all.
Just random ideas, I suppose.
I imagine it will change drastically by the time I complete this project (if ever)

//////////////////////////////

Update 9/2/11:
Tried to make a dark cave tileset, using a darker shade as the "base color."
As you can see, it DIDN'T WORK AT ALLLL.
That being said, anyone have any tips on how to go about this?
My best idea so far would be simply making the walls constructed of boulders as opposed to small pebbles or whatever the heck I ended up drawing.


Edited by Vine - 02 September 2011 at 10:50pm
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