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Mahou Shoujo Tellis-Chan
#46
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A doodle of some of the maps in the game. As described in the doc, the game will have RPG-styled maps, connecting themselves to form a city environment. This is just a rough sketch though, and may be different than the in-game graphics.

Notice that inside buildings have their own maps too, so the game will be unusually bigger than your average gameboy game gors game.
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#47
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NEW UPDATE! this time, on the walls. They were pretty cool when pieced together, but I needed to make a lot of 'tiles' for all possible combinations. This was really time-consuming and kinda unneeded. So i developed the lower wall tiles. They are simple, but they do the job quite well.
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#48
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#49
Tree seems out of place.

The rest would give Shawn a hard-on though Smile
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#50
further improvement on the wall tiles.

[Image: f7c16f25095e7f8ee9d679b262941416.png]

this cuts down even more redundant tiles, so I'm pretty happy with this Smile
also, [Image: mRfgy4f.png]

this is the full tree, i wonder what can be made better, Maybe removing the dithering perhaps?

map in the making!

[Image: b4ea9e80f955d3badd5dacbe131192ab.png]
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#51
I think getting rid of the dithering would be a good idea. Your other assets have little to no shading or highlights, so I'd go for something more minimal, by either working with a few white highlights, or with a few spots of shade. A few suggestions for the shades:
[Image: cM4fTbH.png]
Looking forward to more! Smile
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#52
I kinda like the current one because it gives a leaf texture, while keeping its shape fairly smooth. I'll leave them as it is for the time being, and change when i find a better replacement
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#53
I feel like the walls are too plain, and therefore look out of place.
The way that they're undetailed as they are, they look almost like untextured lowpoly 3D objects (like in starfox or something) while everything else looks cartoony so they look out of place. I think that's what was causing the tree above to look so off, because the wall takes up so much of the screen that it looks like you have two clashing visual styles going on.
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#54
good point, I'll check other walls in 8-bit games to see how to make them better.
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#55
So, I've came up with this,

[Image: 6203e9cb1036ecb73752d97cdda6fdc4.png]

The walls aren't solid-colored now, and the borders aren't black anymore. I've made just the essential tiles, and some pieces don't loop properly, so I'll do more tests. How's it so far?
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#56
I don't really understand the wall slants. The slant only appears on the right side of walls, but the left side is always flat. It seems inconsistent.

The house and the entrance to the forest walls aren't slanted either...
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#57
The walls definitely look better, but in that regard, the houses are suffering the same problem of being too simple in comparison to other objects.
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#58
I really liked what you had going when the walls were just one solid colour; it was simple yet effective. Now the pattern is pretty distracting, and the top is a bit banded.
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#59
Personally, I think they were much more distracting before, as they were just a big ol' flat plane of color and they looked out of place.
The walls look much better with something actually going on on them, and as Jetters said, the house could use some texture as well.
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#60
Since there is no consensus about the walls, i will scrap them and make another, with everyone's suggestions in mind.
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