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Faeldspr's Top-Down Sprites
I've increased the contrast but this still somehow doesn't look right:
[Image: Grass16px-1_zps935c0733.png]
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I think the dark dots stick out too much, while the bright strands don't. I'd try removing the darkest green and brightening the bright one even more.
That aside, I have no idea how to make good pixel grass, I could never figure it out myself.
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Dark shade, lightened. Light shade, brightened.
[Image: Grass16px-1_zpsd0526358.png]
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You could've just removed the darkes one by replacing it with the second-darkest shade.

Maybe your bright lines are too long and they bend too much in some places, forming odd shapes. Try to avoid that same-colour lines connect in a way that makes them merge into a single line.
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Actually I think the brightest colour is a bit too bright, it looks pretty distracting. Either that or it's too much of a bright colour.

Also, it seems like there's a noticeable dark clump of pixels near the right or top right of the tile. Or at least it seems like it to me when I tilemap it.


Then again maybe it's just me. I don't know too much about grass tiles either.
These topics around here are super trendy...
A little too trendy.
I don't think I'm cool enough to post.
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Oh yes I remember you! Good to see you're still at it. Now let's see... Thing about grass tiles is that they shouldn't be too detailed anyway because it becomes distracting and your playable character or NPCs won't stand out well on it.

(12-13-2012, 01:37 PM)Previous Wrote: I'd say you need more contrast between those colours. They blend together a lot.

I think this is the one case where that's a good thing. You see, you want grass to be a dull blur because it should not be the focus. You don't want grass to JUMP OUT! That's for the other sprites on top of the grass to do.

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first things first, your pallet, I'd advise 3 colours,
background tone, light tone, lightest tone.
make mini fountain-like shape in your light tone and highlight those shapes with your lightest tone,
think subtlety, too small and it'll just look like noise, too big and it'll just look silly.
grass may seem simply but it can be a massive pain in the bum, if you can't get the grass to look like grass you'd be best defaulting to a recurring pattern to represent the grass (see pokemons tilesheets, they use 3 dots in 2 locations and get away with it pretty well)
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Thanks for the responses guys!
Well I thought it would be best to completely redo the tile, so here it is:
[Image: Grass16px-1_zps04c3fc55.png]
I had a look at Minish Cap grass and based it mainly off that.
[Image: MinishGrass_zps5a898890.png]
Since the tiles are going to be 32px in the game, would you say I know need to do a 32px one, or should I keep this 16px one?
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i think you should do many small ones and combin them to many different big ones!
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When making tiles, always put 4 of them together to see how they tile. I can see immediately that that won't tile well, because it has a large splodge in the centre, which will make the pattern very clear. You need to make tiles in such a way that when you put lots of them together, it's difficult to see any repeated patterns. Keep that in mind.
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(12-17-2012, 12:40 PM)SupaBuddie Wrote: i think you should do many small ones and combin them to many different big ones!
That's not a bad idea, thanks!

Quote:When making tiles, always put 4 of them together to see how they tile. I can see immediately that that won't tile well, because it has a large splodge in the centre, which will make the pattern very clear. You need to make tiles in such a way that when you put lots of them together, it's difficult to see any repeated patterns. Keep that in mind.
Yeah, I'll use a mixture of grass tiles, so that the earthy splodge won't repeat.

Since this game will involve placing walls and defences on the ground, I have done wooden and stone walls. (Sorry the background isn't transparent, Paint.Net uninstalled itself, and refuses to reinstall.)

Wooden Wall: [Image: WoodenWall_zps47169d65.png]
Stone Wall: [Image: StoneWall_zps6400adb9.png]
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I think coloured outlines would work better with these. Regardless, you do certainly not need the extra shades of brown on top of the wooden fence posts.
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I was going for an all-sprites-have-black-outlines approach. The extra shades make it more realistic don't they?
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Maybe if they were more different from the others...
Also, contrasts could be higher.
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Quote:I think coloured outlines would work better with these. Regardless, you do certainly not need the extra shades of brown on top of the wooden fence posts.
Alright, I've given the walls coloured outlines and fixed the wooden wall's extra shades:
[Image: WoodenWall_zps56bb372a.png] [Image: StoneWall_zpsfe0f243b.png]
Also, I experimented a bit and made a 'Plant Raptor'. I'd be interested to hear what you make of these:
[Image: SouthPlantMove.gif] [Image: SouthPlantBite.gif]
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