Game & Map Screenshots 4

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Stridah

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I always like seeing laine's work.
 

Ksi

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Not bad. I do feel that the legs could be back in the body a bit more. They're a little too far forward (either that or she's leaning back). Remember, the leg starts at the curve of the bum. ;D

Also, the path tiling is a bit too repetitious. It looks square when cobblestone isn't supposed to. Maybe work a little on breaking that? One way would be to erase that dark line. For example:



You can easily see where I stopped erasing the lines. The left looks a lot more like a cobble path. Oh, also added a little shading to the top leaves of those trees above the path so they didn't look as flat on top as they do. Creating layers instead of everything being in the foreground.
 
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seita

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Loving the custom graphics Laine~ I agree with what Ksi said. For the cobblestone, the dogbone-shaped stone in particular really pops out. I might also vary the color of the outline on the plants, such as the two near the sprite.

hidden grave site in the forest, you can only get here by getting lost.

No parallaxing here except for a few oddly overlapped trees and part of the larger tree.

 

Sharm

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I really love the new artwork for YANTH but some of it looks so unfinished. Is the artist ever going to go back and refine the ground tile or grass tile for instance? The obvious tile lines are driving me crazy.
 

seita

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I believe he'll be going back and polishing all of the tilesets during the polish pass of development, including the grass. It's really weird that the ground tile is flipping out though. I used Tsukihime's Map screenshot script which seems to draw certain autotiles weirdly. in-game it looks perfectly fine. Compare the screenshot ground to the one in the big image above:

 

Sharm

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I figured that was a glitch, I was more meaning the implied lines from the shadows and highlights that make the tiling really obvious. I'm glad to hear he's going to finish it up later. The tiles show some pretty amazing and clear skill but there was also some things that someone of that skill level shouldn't have any problems fixing so it was confusing me.
 

Zoltor

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Just testing how animated water would look like.

I would strongly suggest using the animated water in the Dungeon A-1 tile set, 2nd row, 7th tile. It would look epic in this scenes, due to the bricks you're using as borders for your paving stone pathway.
 

Engr. Adiktuzmiko

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How does that water move continuously to the upper right??? Unless the whole "underground" is filled with water and the ground is basically floating above it, that looks so unreal.
 
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RaZzi

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@Seita: I agree with Sharm, your ground tiles look bad. You should also work with your characters shadowing.

@Ghost: I agree with Engr. Adiktuzmiko (wow what a name). Nice start thou.
 
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Skyfrid

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Figured I'll give it another shot

 

Zoltor

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Figured I'll give it another shot

Omg that grass, the RTP really sucks when it comes to basic terrain tiles. I would strongly suggest you go with the darker grass tile, as that's atleast decent(the tile is green with a dark green spot in the middle, that's the one you want to use if you're using the RTP tiles)

Wait, that's slightly different then the RTP, is that a DS version? Well either way, yea go darker.
 
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Skyfrid

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Thius is what the the entire map looks like I'll try making the grass darker, but I'm not very good at creating tilesets.

 

Zoltor

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Well the RTP already has a darker one, you could just use that, if you don't want to make your own.
 

Ksi

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Um, what? Zoltor, those aren't RTP graphics. They're Pokemon graphics. And they look fine. >.<;

@Skyfrid: I'd recommend making the map smaller. I mean, yes, Pokemon maps are usually pretty badly mapped as it is, but that doesn't mean you have to emulate them exactly. Take their ideas and improve on them, okay? That way you'll have a great-looking game that can match - and if really well done - or overcome the originals. At least mapping-wise.
 

Skyfrid

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I took your advice ksi and made it smaller width wise
 

Zoltor

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Um, what? Zoltor, those aren't RTP graphics. They're Pokemon graphics. And they look fine. >.<;

@Skyfrid: I'd recommend making the map smaller. I mean, yes, Pokemon maps are usually pretty badly mapped as it is, but that doesn't mean you have to emulate them exactly. Take their ideas and improve on them, okay? That way you'll have a great-looking game that can match - and if really well done - or overcome the originals. At least mapping-wise.
I think I rest my case lol. Mentioning It's from Pokemon doesn't help one's case any, Pokemon is all about bad artistic decisions(bad systems as well for that matter), bad tiles, bad mapping(some of the worst mapping in history actually, and the ugly bluish green grass just makes it worse), ect.

In short if you're gonna use tiles from another game, for the love of all that's good, and right in the world, don't pick a bad+ugly game to get your resources from.
 

Zoltor

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I remember this water animation in Pixeljoint. Have you asked the pixel artist's permission to use those tiles?
I think I've seen this water before as well, but how different can water be, I would imagine tons of artists making water tiles from scratch, would end up making the exact same water(It's water), the odds of such seem so high.
 
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