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Super Mario Bros custom tileset
Nice sprites/tileset.

Posted one before, of a super mario bros world 7.(aka skyland/ clouds)

wasnt good enough though.
no
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(04-08-2013, 06:58 AM)Cats Wrote: Nice sprites/tileset.

Posted one before, of a super mario bros world 7.(aka skyland/ clouds)

wasnt good enough though.

You talking about yours or mine? Question
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while you do seem to address the issues, they are still nothing more than edited SMB1 sprites. Not that they're illegal or anything, but in the end there is nothing interesting about it. I'd like to see something less of an edit; it'll be good experience for you and for us. Be creative.
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(04-08-2013, 08:00 AM)Gorsalami Wrote: while you do seem to address the issues, they are still nothing more than edited SMB1 sprites. Not that they're illegal or anything, but in the end there is nothing interesting about it. I'd like to see something less of an edit; it'll be good experience for you and for us. Be creative.

okay then. here's attempt #1 at that

[Image: SMBtileset2retake_zpsebfad073.png:original]
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and here's where your true ability starts to show

You are still scribbling. Don't do that and call it a day. Clean it, don't leave outline pixels so crudely laid out like that, it is terrible. Blocks should not be shaded with a curve on the bottom right corner. This only occurs when the object is a ball, or has a beveled surface like a button. Blocks obviously don't fall into these categories.

You're just gradient shading, without taking shape and depth into account. Go look for references on how others shade blocks and rocky surfaces, and pick better colors for the cave tileset. They're really saturated and reeks of MS Paint. Same with Lava.
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If you like my C+C, please rate me up. It helps me know I'm helping!
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(04-10-2013, 12:19 PM)Gorsalami Wrote: You are still scribbling. Don't do that and call it a day. Clean it, don't leave outline pixels so crudely laid out like that, it is terrible.
Can I ask for visual example on what you mean before I fix it?
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[Image: 2SWB7fc.png]

It's essentially the difference between these two lines. What you're doing is making a rough sketch of the outline (perhaps not quite as rough as in the example, but still rough), and then using that as your final line art. What you really need to do is go back over it and refine the lines. Pixel art is all about very careful and precise placement of pixels - nothing can be just done haphazardly. Because you are working in such a limited format, you need to make sure that each pixel serves a purpose, and that you get the absolute most out of each and every one. This is unlike traditional art in some sense.
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Quote:It's essentially the difference between these two lines. What you're doing is making a rough sketch of the outline (perhaps not quite as rough as in the example, but still rough), and then using that as your final line art. What you really need to do is go back over it and refine the lines. Pixel art is all about very careful and precise placement of pixels - nothing can be just done haphazardly. Because you are working in such a limited format, you need to make sure that each pixel serves a purpose, and that you get the absolute most out of each and every one. This is unlike traditional art in some sense.

I think you just helped me solve my problem. To tell you, I was really fond of the art styles of the Kirby and Yoshi games, so I liked to make my art look like it was drawn by hand. (This may also due to me being an "artist" of sorts). but, when I take a look at my art without this "drawn" style it actually looks a lot more professional. Big Grin
My next post will be the fixed (but probably not final) product.

[Image: SMBtileset2retake_zps40cfea4a.png:original]
*no comment*
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when you're just coming into spriting from having drawn a lot, it can be kind of hard to adjust I guess, but that's what we're here for to help with that transition~
you're doing good so far, just keep at it!
one thing that's been bugging me though is how the sides of the top part of the yellow stake(?) that stick out are kind of jaggy looking because the anti-aliasing is too dark and only emphasizes the edges rather than smooths them. Tongue so I'd remove it from there.
it might help if you make the outline along the side one pixel or so taller, but I'm not sure.
[Image: sweet-capn-cakes-deltarune.gif]
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(04-10-2013, 04:00 PM)Mighty Jetters Wrote: one thing that's been bugging me though is how the sides of the top part of the yellow stake(?) that stick out are kind of jaggy looking because the anti-aliasing is too dark and only emphasizes the edges rather than smooths them.

Well. here I have two posts for that one is this:
[Image: SMBtileset2retake_zpsaf495449.png:original]

The other clarifies what exactly the "yellow stake" is supposed to be
[Image: pic_zps5635312c.png:original]

(I added what you thought it was to the sheet)
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Much better! I'm liking the tile sheet but for fun.Try and build a quick level with it. It's good practice to test out tile sheets.
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~Novs
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W1-1

Here's a level showing off some of the tiles in my sprite sheet.

[MOD EDIT: spoiler tagged your wide image. Wink]
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The vertical pipes still need to be flipped horizontally to correct their lightsource. The light should come from the top-left as it does for all the other objects.

The ground dirt pattern needs some tweaking, too - right now, there are obvious vertical lines between the tiles, you should edit the dot pattern to make the tiles fit together better. Such random dithering patterns aren't very appealing visually either way. The grass looks really flat and the shading you applied to the edges is odd, especially since it breaks off from the top-left corner tile to the top tile. The purple blocks stick out a lot and don't fit their environment, plus they have a random pixel pattern, too.
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(04-17-2013, 12:56 AM)Previous Wrote: The vertical pipes still need to be flipped horizontally to correct their lightsource. The light should come from the top-left as it does for all the other objects.

The ground dirt pattern needs some tweaking, too - right now, there are obvious vertical lines between the tiles, you should edit the dot pattern to make the tiles fit together better. Such random dithering patterns aren't very appealing visually either way. The grass looks really flat and the shading you applied to the edges is odd, especially since it breaks off from the top-left corner tile to the top tile. The purple blocks stick out a lot and don't fit their environment, plus they have a random pixel pattern, too.

I made the specified edits in this image.
[Image: tilesetfixedproblems_zps7d3a3f01.png:original]
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(04-08-2013, 07:02 AM)TheMario360 Wrote:
(04-08-2013, 06:58 AM)Cats Wrote: Nice sprites/tileset.

Posted one before, of a super mario bros world 7.(aka skyland/ clouds)

wasnt good enough though.

You talking about yours or mine? Question

mine, mine got delleted.. I fergot to type an "I"

( type you strike again)
no
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