The Resource WIP Thread 3

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Started by Celianna 1568 posts Page 35 of 79 View original ↗
  1. @Robert-Character Creator Eh, I'm not mad, just tired. It takes energy to fight back and mine is in extremely limited supply, so I don't always have it to spend here. I never felt attacked. Apology accepted.

    @shadefoundry I do think it looks better now, though the double pixel thing is still a problem. Glad you are planning to fix that, but here, follow this link and check out the section on things to avoid, specifically the part on banding. They explain it better and there are pictures. It should help.

    Keep in mind that the older games that used pixel art were also using it when it was still in its infancy as a style. A lot has been learned since then. Sometimes they got it wrong.
  2. @Sharm Alright that link was pretty helpful, and has been bookmarked for further reference.
    I made another small change, this time intentionally trying to reduce my banding problem.
    Spoiler
    VFKzvaD.png
    And here it is zoomed out:
    upload_2018-6-14_21-1-23.png
    I'd say that it looks much better than the last version, especially considering how small the changes were. I still think I've got a bit of a repetition problem since I've only got one tile for each edge, but that should be pretty easy to fix once I've drawn up some variants.
    You're definitely right that sometimes the older games got it wrong. Its always interesting to me to find examples of this and just wonder how it got released in that state.

    Once again, thanks for all of the feedback and advice.:)
  3. I created a fireplace, not from scratch but editing the RTP. What do you think?
    fireplace_demo.png
  4. Sharm said:
    You're getting caught up in technicalities that don't matter and ignoring the ones that do. Let it go and just make the stairs wider! People don't care if it's technically one way or another if it looks wrong, it still will be wrong to them, but they'll forgive a lot of inaccuracies if it looks right. But if you're stuck on this, consider it this way. If the outline of the stairs counts towards the stair depth in the left/right staircase then it counts that way on the front stairs. That makes the front stairs 5 pixels, not 4. You can pick the rules you're going by with regards to your style, but you need to be consistent with them through the whole game.

    No, that's not what foreshortening means. That's just one element of creating the illusion perspective, the exact one that you're ignoring when working in an orthogonal projection. Foreshortening is when you "reduce or distort (parts of a represented object that are not parallel to the picture plane) in order to convey the illusion of three-dimensional space as perceived by the human eye: often done according to the rules of perspective." For example, when an arm is down by someone's side, you see a long vaguely rectangular shape, but when they point their hand at you, your perspective of that arm shifts, and 2-dimensionally the arm changes shape from a rectangle to a circle, and most of its surface area is obscured from view. When you turn the stairs from the front view to the side view, foreshortening is why you can't see the rise of the steps anymore. It's a fundamental element of working in 2D that can't be gotten away from, no matter what perspective you're working in.

    Ah, you do this to me every time. I point out an art principle that you're missing, you argue for ages, you finally try what I suggest and you like my suggestion better. I had hoped that I'd proved my expertise and earned your trust by now, but it always turns into a battle to get you to open your eyes to outside possibilities. I'm done. Try it or don't, I'm not going to argue my point anymore.

    Well for what it's worth, this bit of insight has been very helpful to me as a random bystander. Even though I've wanted to make side steps for my own tilesets for awhile now, I couldn't figure out how to get it right because I'm a programmer, not an artist. But now, armed with the proper instructions, I can apply this logic to create something that vaguely emulates art, so thanks. :)
  5. I'm glad! Art and logic aren't as separate as people like to think. One of the fun things about pixel art is that the more logical nature of art is easier to see because it breaks down into very clear math because it's always square. It makes pixel art an excellent starting point for programmers. Vector art has similar logical properties, but instead of blocks everything is broken down into simple shapes.
  6. As a computer science student, I can confirm that pixel art is the easiest type of art to wrap my head around.

    Speaking of pixel art, I've added a new tile to my overworld tiles in an attempt to break up the monotony a bit.
    Spoiler
    upload_2018-6-15_21-55-37.png
    upload_2018-6-15_21-55-13.png
    Honestly I'm pretty happy with how it looks, and its astounding to me just how much variance is created just by introducing one additional tile.

    As always, thoughts and comments are appreciated. :)
  7. Working on sprites of an unnamed project.
    Pants won't be black, it's just a filler color atm, thinking of doing aqua blue.
    XenRpgRTPGuy.png
  8. @Rukiri I actually rather like the black for the pants, although I don't watch DBZ so I have no idea what the context of the character's outfit is. Maybe use a darker grey, maybe with a hint of blue to it?
  9. @Rukiri Blue pants would look good, but I agree with shadefoundry that the black isn't bad either.
  10. I have once again returned, this time with more overworld tiles in the actual season my game takes place in!
    Spoiler
    upload_2018-6-26_21-57-57.png
    And an in-game screen of the area (I've got a snow effect running, hence the tint)
    upload_2018-6-26_22-5-43.png
    First off we've got some more tiles for variance around the borders. I decided to be a bit cheeky and invert the secondary tiles I already had for the bottom part of a landmass and re-purpose them for the top half. I think the shaping looks alright but I feel like it might be a bit obvious.
    Secondly as mentioned, I've moved over to a snowy tileset. I'm not entirely happy with just having a plain white for the ground, but I've not found a good way to give the snow a texture either without making it look too busy.
    Thirdly, we're in a snowy world now, should I retool the colors of my mountains and trees to suit it? I feel like the mountains could use some snow but I'm not really sure what I should do with the trees.
    If it matters at all, the palette I'm using is Dawnbringer 32, so that I can force myself to better learn how colors interact with eachother.

    Anyway, this one's been a bit lengthy so lets hope that's alright. As always suggestions and thoughts are well appreciated.:)
  11. I live in a mountainous area and having snow in the valley and bare mountain tops is completely backwards. Definitely make the mountains snowy! Maybe the trees could be changed to pines? They don't have to be snowcovered.
  12. I'm trying to create a custom tileset for my game by editing the RTP. Only the ivory stone in the left of the cave was made from scratch :kaoswt2:
    Critiques are appreciated. Thanks!
    RPGXP_2018-06-27_10-30-22.png
  13. @Sharm So I've taken some time to edit my mountains for snow.
    upload_2018-6-27_17-30-52.png
    They definitely feel more correct now, but something in my colors is making the tiles difficult to focus on for some reason.. I'm thinking it's the glaring contrast shift between the brown and white, but I'm not entirely sure. I don't think it's slight blue that I'm using to mitigate the bright white showing up in the center where there's no mountain and the VXAce Autotile format refuses to cooperate, since removing it actually makes the tiles more painful to look at.

    I dunno, thoughts?
  14. It's the darkness of the outline. I had troubles with the same thing when I was doing snow covered pines with the same palette. In the end I used lighter colors for all of it to get it to not be too contrasting. It ended up looking more correct anyway because light reflects more when it's snowy.
  15. Welp, as always @Sharm, you were right on the money. I cleaned up the outline, and took my assumed light source into account. I'm now using 2 separate colors for the outline and it looks far better in that my eyes no longer go funky when I look at my map.
    Spoiler
    upload_2018-6-27_21-24-44.png
    And of course here's how it looks in game:
    upload_2018-6-27_21-25-25.png
    Bear in mind, there's a snow effect running on this map at all times but you can't see it because I have no idea why.
    As a side note, I've recolored the trees as placeholders while I figure out how to draw pines easily in a small scale while also having them tile up in a way that doesn't look square in VXAce's engine. I think they're not too bad for the time being, although I'm probably going to need to lighten up their outlines as well.

    As always, thoughts and criticism is appreciated. :)
  16. Been some time since updating you guys on my carriage project (no I didn't abandon it just been busy), now I know some people can make these sprites like what I am trying to build easily, but for me well since I have a bit on my plate and its not to easy for me, but I digress, I lost my files and only have the early sprites and I MEAN EARLY of said carriage project lost the sprites of horses that were pulling them.... I was almost well pretty much done, I was just making it in a few different colors, though the whole thing didn't feel right to me somehow, now my brothers said they looked cool and that it was just me seeing issues that weren't there.... So I don't know, maybe loosing it was a sign saying I should start new again, or if I should reuse what I have of the old sprites and rebuild it what do you guys think?
  17. @TWKII I think it depends. Even if what you've got is very early, does it at all resemble what you want the final product to look like? If it does you can always work from it. In general my attitude is that if you can reuse something you've got available to you, then you should since it makes life just a bit easier.
    Of what you've got looks nothing like even a suggestion of how you want it to, you could probably get away with just starting from the ground up.


  18. This is just a simple seal battler Sprite that I I'm making for a game I want to work on. I'm still kind of a novice at Sprites, so I'm trying to use a simple Style. Still, if anyone wishes to criticize the Sprite, feel free to do so.

    Also, I think the style calls for more than three-sprite animations. Is that possible to do in RPG Maker MV?
  19. @Benny Jackdaw It's not a bad start! Though that looks more like a sea lion than a seal (since seals are lil' sausages of cute). ;) One thing to keep in mind is that both those beasties are pretty tube-like in shape, so there would be shadows on the body where it touches the floor and maybe highlights on the upper parts of the body depending on where your light source is coming from.