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Ren
Wandering Minstrel


Joined: 07 Aug 2004
Posts: 130
Location: turn around...

PostPosted: Fri Aug 12, 2005 5:29 pm    Post subject: [quote]

That's pretty damn good. I like the new work on the houses, and those cliffs are pretty fantastic. The only things i'd suggest for them is stuff you proberbly already know, like how there's no join between the cliffs and the grass tiles, and the noticable outline around the edge of the cliffs. The cliffs themselves are pretty much perfect, no fault there. Love the layering effect you've got going on too.
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js71
Wandering DJ


Joined: 22 Nov 2002
Posts: 815

PostPosted: Fri Aug 12, 2005 9:07 pm    Post subject: [quote]

Chaotic Harmony wrote:
That cliff is incredible - I can't even tell where the tile edges are. You're right - you do make much better work of organic things.

My only suggestion would be to use less saturated colors, a shade darker at least.

Yep, that's no problem-- I can easily edit the palette to fix things up once I've actually finished the pixelling aspect of it all.

Chaotic Harmony wrote:
If you're not going to use these for a game, perhaps someone else will? :) Why don't you donate them to a game-maker project? I think OHRRPGCE doesn't have any test graphics, (at least it didn't last time I checked it out... it's gone open source now, I think)

Hmm, this is always a difficult one to answer... :p
I didn't necessarily mean I wasn't ever going to use them for a game, just that they're not for any specific active project. I do have ideas for future projects, not to mention my 'main' one I've been trying to get off the ground (and usually failing) for about four years now. When I started these graphics it was just for practice, yes, though once I got into it I started to think that if (I guess I should be optimistic and say 'when') I do my next 'big' project, I'd have at least a start on the graphics for it. Of course, to most artists (or maybe just myself) coders are a commodity... ;)

I dunno, I hope I don't come off as greedy here-- I just usually can't make graphics like this unless I'm really inspired for whatever reason (in this case hope of doing a game with these graphics in the future), and it's hard for me to get that inspiration when working on (or for) someone else's project.

Anyhow... I think I'm going to tackle trees next, then go back to different kinds of houses and fix up some issues with the current one as has been suggested.

EDIT: Shroomasta: Yep, I plan to make the cliff base blend in with the grass more, and yes that 'line' around the top of the cliff has always bugged me... that's definately something I need to work on.

Nekrophidius wrote:
Those cliff tiles rock. :D

...I think I only just realized the bad pun in that line. Shame on me.
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biggerUniverse
Mage


Joined: 18 Nov 2003
Posts: 326
Location: A small, b/g planet in the unfashionable arm of the galaxy

PostPosted: Sat Aug 13, 2005 5:59 am    Post subject: [quote]

I hope the scenes are made with Tiled. ;)
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js71
Wandering DJ


Joined: 22 Nov 2002
Posts: 815

PostPosted: Sat Aug 13, 2005 6:16 am    Post subject: [quote]

Actually, I made it all with Character 'mucker' (as it's commonly called) 1999. Essentially just a basic pixelling program with a somewhat limited, though customizable, palette and useful feature which enables you place chunks of an image on an invisible grid on the image itself, sort of like a map editor. Only it saves as an image. Great for making tilesets. ;)
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DeveloperX
202192397


Joined: 04 May 2003
Posts: 1626
Location: Decatur, IL, USA

PostPosted: Sat Aug 13, 2005 7:12 am    Post subject: [quote]

OMG Josiah!

Damn those cliff tiles are amazing!
How come you didn't draw like this when I had you as an artist? ;)
J/k, I KNOW why.....its cause you hate me right? :P
heheh nah, joking again, I really know why, its cause you didn't
HAVE such skill at the time, heh, man you have come a LONG way!
Certainly, your art is among the best that I've seen in awhile.
Well man, gotta run.
ttyl.
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js71
Wandering DJ


Joined: 22 Nov 2002
Posts: 815

PostPosted: Sat Aug 13, 2005 7:42 am    Post subject: [quote]

Thanks very much... :)
I find I don't improve gradually, actually, it's more sudden bursts of inspiration to decide to suddenly improve. An amusing analogy I use is "It's like getting a level up" :p
Actually, while I am quite satisfied with my progress I'm not completely happy with these cliffs. I know, maybe I set overly high standards for myself... but while I'm relatively happy with this art it just doesn't have that feel to it I'm looking for.

Funny, I mean, it applies to lots of things... never really written a piece of music or a story that I really felt had something, even if I was 'happy' with it. It's like... well, two games that are good examples of this sort of feeling (for me) are Chrono Trigger and Terranigma-- if you'll forgive me for being corny for a moment, they have a kind of soul-- Now, let's say I did manage to somehow produce a game of that calibre, even if other people saw it as having all this feeling put into and having a kind of proverbial soul (once again, I apologize. corny corny corny corny), I probably wouldn't simply because I'm seeing it from an inside perspective, if you get me.

anyway, I'm kinda searching for some way to get past that, somehow. Eventually, as a kind of goal I want to just produce a game that has that feeling for me in all its aspects, though I haven't really come close yet and I'm not sure how I will. :p

I mean, theoretically I could do something that was somewhat of a rip-off of Chrono Trigger or Terranigma or whatever, but as most of you (should) know I'm really not the kind of person to do that. ;)

Anyway. Sorry for the rambling. Point is, I've actually been thinking about 'donating' these graphics to either a game project or RPG Maker project like Chaotic Harmony suggested, after all. I'm thinking maybe I just don't want them if they seem kinda 'dead'. Anyway, I'll decide later. I'm going to finish up a complete tileset or two first.

Oh-- one more thing. I was thinking about doing a tutorial on some of this art, mainly the cliffs. What do you think?
Oh, and here's just a really quick mockup to show off some new tiles that make the cliffs look more 'round':
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LeoDraco
Demon Hunter


Joined: 24 Jun 2003
Posts: 584
Location: Riverside, South Cali

PostPosted: Sat Aug 13, 2005 8:12 am    Post subject: [quote]

This may have been mentioned in another's post about your cliffs, but I have a minor problem with one aspect (and, oddly, it has nothing to do with the cliffs): your shadows are too hard. (This is most evident in that last screenshot you posted.) As there is no such thing as a "point" light source (meaning that all light sources come with some amount of surface area), two rays of light coming from the same source reaching an object simultaneously do not necessarily originate from the same surface area of the emitter; this causes the penumbra/umbra effect of real shadows.

While I realize that emulating the above might be difficult to perform in a perfectly generic fashion, I certainly do feel it would improve the look of the tileset.
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js71
Wandering DJ


Joined: 22 Nov 2002
Posts: 815

PostPosted: Sat Aug 13, 2005 8:19 am    Post subject: [quote]

Josiah Tobin wrote:
the shadows are somewhat temporary-- and as such, blocky. :P

And yep, I'm aware of the light source problems that come with it. To be fixed. :p
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DeveloperX
202192397


Joined: 04 May 2003
Posts: 1626
Location: Decatur, IL, USA

PostPosted: Sat Aug 13, 2005 9:57 pm    Post subject: [quote]

Josiah Tobin wrote:
Actually, while I am quite satisfied with my progress I'm not completely happy with these cliffs. I know, maybe I set overly high standards for myself... but while I'm relatively happy with this art it just doesn't have that feel to it I'm looking for.


Okay, then can I have the ones you don't want? :D
You will naturally get credit for their use.

Quote:
Oh-- one more thing. I was thinking about doing a tutorial on some of this art, mainly the cliffs. What do you think?


Please do. I would be happy to host/mirror the tutorial on my site too.

Keep up the great work my friend. :D
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js71
Wandering DJ


Joined: 22 Nov 2002
Posts: 815

PostPosted: Sun Aug 14, 2005 6:40 am    Post subject: [quote]

Quote:
Okay, then can I have the ones you don't want? :D
You will naturally get credit for their use.

Well, I've already offered them to someone (SJ Zero, for his rpg Quest for a King)-- If he refuses (he does like to try and do everything himself, so...) I was thinking of working on a short little mini-dungeon crawl game with them and releasing all the graphics for public use by anyone (with credit) at the same time. So, If I did that, then yes of course you could use them. :p

EDIT: Also, the cliff tutorial is done and should be running in this month's QB express, if Pete accepts it.


EDIT: Started a new tileset, castle interior... still lots of tiles to do, it's pretty bland at the moment, but here's a basic mockup showing what I do have:

Still not too happy with my current work though. I've set my sights on Seiken Densetsu 3 style graphics and I'm not stopping. ;)
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RuneLancer
Mage


Joined: 17 Jun 2005
Posts: 441

PostPosted: Mon Aug 15, 2005 10:19 pm    Post subject: [quote]

That's very nice, though the lighting/shading looks pretty bad IMHO. Too much dithering. It looks NES-like. Mostly shows on the flames themselves and the dark inner wall parts.

However, I kinda wonder if that isn't intentional. PSP says there are 18 colors in use in that image. It could be off (image compression et all) so I'm wondering, is this for a QB game? If so, my god, that's absolutely stunning!!

Considering the amount of colors used, however, that's a very, very impressive-looking piece. Thumbs up man. :D
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js71
Wandering DJ


Joined: 22 Nov 2002
Posts: 815

PostPosted: Mon Aug 15, 2005 10:46 pm    Post subject: [quote]

18 colors? I dunno, I don't keep track (though I do try and conserve them) but that sounds about right. It probably has to do with my palette (though I'm working on a new one) and the fact that there are only small sections of colors I ever really use. This is an early mockup, so things are likely to change-- the flames are somewhat temporary, for example ;)

Yep, there is a lot of dithering, mainly because there's not a lot of shades in my palette-- fairly sudden transitions from one color to the next, so it's needed in thing like the light spots from the torches. I've still got a lot to do on this one, like I said, so it should improve in the future.

As for what these graphics are for, they kinda go with the grass/cliff stuff I posted earlier, just a different location. Gotta get practice for all locations/styles, that's kinda the intent of this whole 'excercise' :)
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DrunkenCoder
Demon Hunter


Joined: 29 May 2002
Posts: 559

PostPosted: Wed Aug 17, 2005 7:32 pm    Post subject: [quote]

those are awsome you won't be releasing any publicly availble tile-sets to the public domain now will you? :p
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