WIP (Work In Progress)
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zealotlee
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Quote zealotlee Replybullet Topic: Cyberpunk Slums Tileset WIP
    Posted: 30 July 2013 at 11:04am
Hi fellow pixel pushers! I'm working on a tileset for an upcoming game I'm developing. I have some pixel art experience but I would like to get some input from some of the more seasoned vets around here. Here is a mockup of all the tiles I currently have for this set. I only did the street pieces without any overlaying objects like trash, manholes, construction barricades, etc. This is supposed to be a more run down area but further props will have a cyberpunk feel to them, or at least that's what I'm aiming for. Perhaps the color palette needs to be adjusted to give it a cooler (color wise) feel overall? I haven't yet mastered color palettes.



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khemist000
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Quote khemist000 Replybullet Posted: 30 July 2013 at 11:23am
I'm liking where this is going. My main comment would be with your detail on the actual road surface.

I think the color has too much contrast (the little dark squiggles) and makes the pattern stand out too much. I would tone it down and try varying where you put those squiggles and reduce some to just a pixel or 2 to break it up.

I also REALLY love the top edge of the sidewalk with the sewer grates, the contrast between the road surface and the sidewalk there really makes it look like it has dimension. I would do the same effect on the bottom and even the sides just to help "sink" the road a bit. I think if you are concerned with lit and shaded edges I would just do a single pixel line for the lit edge to show that its receiving more light than the unlit edge.

Finally, I would use your crack overlays more sparingly. It just shows the pattern of the tiling too much.

Other than that it looks great!
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zealotlee
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Quote zealotlee Replybullet Posted: 30 July 2013 at 12:02pm
Thanks for the C&C. I lightened up the small cracks and reduced the size and it looks much better!

On an unrelated note does anyone know of a preferably free program I can upload a sprite sheet into and test out building levels with? Something allowing multiple layers for props/overlays would be best. If not I'll just keep building mock ups in GraphicsGale.
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zealotlee
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Quote zealotlee Replybullet Posted: 31 July 2013 at 11:44am
Here's an update. I changed the color palette a bit for the streets to give them a cool palette while the buildings contrast with a warmer palette. I think this looks pretty good but I still have plenty left to do on the actual tileset such as roofs, more props and overlay items, etc.


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khemist000
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Quote khemist000 Replybullet Posted: 31 July 2013 at 2:39pm
The road and sidewalks look much better now! I like the cooler color palette. The only other thing that stands out to me is the pure white of the crosswalks and the road lines. They just seem a bit too bright and draw your attention too much.

I do like the contrast of the buildings though!

Looking forward to seeing the finished tiles.

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MattiasRyder
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Quote MattiasRyder Replybullet Posted: 03 August 2013 at 4:27pm
Originally posted by zealotlee

On an unrelated note does anyone know of a preferably free program I can upload a sprite sheet into and test out building levels with? Something allowing multiple layers for props/overlays would be best. If not I'll just keep building mock ups in GraphicsGale.



Stencyl is what I use. It's a game making program that is very easy to import tile sets into, make new scenes, and you can put tiles in layers so that they can overlap.

I really like the way everything you've made looks, it's really neat!

Edited by MattiasRyder - 03 August 2013 at 4:28pm
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khemist000
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Quote khemist000 Replybullet Posted: 05 August 2013 at 8:51am
I just discovered Pixothello which seems pretty cool. I haven't used it yet, but looks like you could even paint multiple tiles at the same time.

http://teknopants.com/pixothello/
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Night
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Quote Night Replybullet Posted: 05 August 2013 at 3:07pm
Kind of reminds me of I did for a GM game about 2 years ago.
i.imgur.com/yuS3X.png
But w/e.

I think that the cracks on your road pop out a little too much, and that the random dots on the road (which are an attempt to simulate asphalt texture I assume?) should be removed.

You could try to apply a texture of tracks instead of that.
Like in here for example.
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