The Resource WIP Thread

Status
Not open for further replies.

Aceri

Author
Veteran
Joined
Mar 26, 2013
Messages
431
Reaction score
79
First Language
English
Primarily Uses
@Aceri: ... what? You're confusing me here. Do you know what pixelart is? It's an art style. One that I do not draw in, and one that VX/Ace does not use. Obviously my work is art - I never once said or implied it's not. We're talking about artstyles here. Pixelart is different from the painted style that VX/Ace uses.

The brush you're using is anti-aliased, which is much different from the pencil tool, where you work with clear and solid pixels. But it's actually faster working this way, and you can create easy and fast textures. This small tutorial might help when it comes to painting textures.
I am sorry I did not mean to confuse or imply anything, as I was only trying to show you respect and appreciation. I was unaware that there was a difference between the two, so my apologizes for labeling your work as something it is not. And yeah I am trying to figure out how to use the paintbrush tool, but I am having a problem in GIMP where I can't figure out where to turn AA off. I googled how to but it wasn't where peoples answers said it would be. I'm using GIMP 2.8 I believe. And thank you for the link, I'll definitely check that out.

On topic however, I just made two tiles and any feedback would be greatly appreciated. I tried making a grass and rocky surface tile.

Grass.png

What I can notice from the grass tile is that perhaps the highlights are too vibrant, or the shadows are too dark I am not sure, but it looks to me more like neon moss than grass.

Rocks.png

This one turned out a lot better, though I was aiming for vertical rocks(as shown in the tutorial I was following) and kind of, probably just due to inexperience drawing things on my laptops touchpad, came kind of off angled and looks more like a stoney ground tile than the cliff-face I was going for.

@Celianna:

Wind.png

This was just my attempt at playing around with the paintbrush for the first time. Kind of looks like a skill icon of some cyclone ability or something.

Edit:

On a side note, I am looking at what you linked me and the other tutorials you have, Celianna and I must say I'll definitely give them a try. And I love in your tutorial about editing the RTP the little Hyrule Shield you made :D .
 
Last edited by a moderator:

cosmickitty

Veteran
Veteran
Joined
Oct 15, 2012
Messages
406
Reaction score
147
First Language
English
Primarily Uses
the green thing is wayyy too saturated, the rocks could use a little darker shading.  is the green supposed to be just grass?  On the tileset I'm working on for myself I'm actually using pretty much a sold color for grass so it's not distracting from the actual tiles, could try that if you're having an issue with grass.  Also really like this tutorial:

http://petesqbsite.com/sections/tutorials/tuts/tsugumo/default.htm

trying out something different with my next tileset.... there's parts of it I hate and am changing, and parts I really like.... but i'll leave for others to critique as is:



the path is missing the other parts of the corners, thats why some are blocky
 
Last edited by a moderator:

monkeynohito

Veteran
Veteran
Joined
Mar 5, 2013
Messages
264
Reaction score
98
First Language
English
Primarily Uses
N/A
@Coskitty - The colors seem a little grey, but I like your flat look. I'm thinking the contrast of more detailed objects on top of it could look bad, but I'd have to see. Oh, the foliage pattern is too tiled though, you have some definite lines on the top and bottom.

I finished animating the QT base, please let me know how it looks before I start smoothing out the outlines and shading more:



It's ready for import so you can see the animation.
 

A-Moonless-Night

WINTER IS COMING
Veteran
Joined
Mar 17, 2012
Messages
682
Reaction score
446
First Language
English
Primarily Uses
RMVXA
@monkeynohito: I would recommend lightening the line that separates his stomach from his legs; it makes him look like he's got a major beer belly (which he doesn't have on the side view).
 

amicable

Veteran
Veteran
Joined
Nov 1, 2012
Messages
271
Reaction score
18
Primarily Uses
I decided to try and limit my palette for the design of something I'm working on, and went with the GBC palette for a nice retro feel. Each level of the game is represented by/will only be drawn in the one colour, and the character will change colours as they complete levels so having them clear and well defined is important for me. 

However I'm horribly indecisive, and felt that the final colour sets looked a little uneven so I fiddled around and broke the 'gbc colours only' rule I set for myself. Now I have a few variations on the final palette that the entire game will be drawn in, and as I've pretty much lost all objectivity, I'm looking for feedback. I'd love for people to have a look at the lists posted below and tell me which one they like the look of best, or at least give some options on which would be better for me to use. Thanks!

First is the edited, second is gbc, third is another variation i made, a soft palette where the colours are only shown as shading, and fourth is the full gbc palette in case there are any better combinations that I missed. The colours I need are no colour (grey) orange, yellow, green, blue, purple, pink, red (or teal, blue, purple, etc)

truecolours.pnggbccolours.pngpastelcolours.png

gbc.png
 
Last edited by a moderator:

Espon

Lazy Creator
Veteran
Joined
Mar 20, 2012
Messages
1,810
Reaction score
192
First Language
Gibberish
Primarily Uses
RMMV
Are you going for the full GBC color palette, or only the ones used when a regular Gameboy game is put in the system?  I think GBC games had a way larger palette to pick colors from, something like 33K instead of those 24 shown (including black and white).

You don't have to necessarily have to use two of the same shade colors, either.  Combining two different ones can really make a sprite stand out more.

Or you can go Mega Man style and break the 3 color limit by using overlapping sprites.  =P
 

amicable

Veteran
Veteran
Joined
Nov 1, 2012
Messages
271
Reaction score
18
Primarily Uses
whoops, was wondering where this went. found it though, huzzah! i really want to go for a single colour, or two similar for light/med tones and another for the dark shading. however, she can equip clothing that's set in different colours, and will always be a different colour from the level so she will stand out visually that way. (see attached image, character is wearing starter equip clothes, is in lvl 8, (red) and has beaten lvl 7 so she is pink.) 

I don't really think of black and white as colours, and I try and avoid using them in graphics of any sort. (Half a conscious decision, half due to my art teachers forcing it as a rule into my head) But yea, they are available.

I guess I should clarify that i'm using the startup palettes not the entire one available, -because- i'm trying to limit myself in terms of the palette. I don't want one with lots of options. I mean, I was going to use the original gameboy colours before I realized I needed at least 9 different sprite/world colours.

View attachment 5957
 
Last edited by a moderator:

monkeynohito

Veteran
Veteran
Joined
Mar 5, 2013
Messages
264
Reaction score
98
First Language
English
Primarily Uses
N/A
@amicable - Could you slap all three images into one for a side-by-side comparison? I can't see any difference between any of them.
 

amicable

Veteran
Veteran
Joined
Nov 1, 2012
Messages
271
Reaction score
18
Primarily Uses
wow really? i guess i'm overly sensitive to the differences between each since i've spent so much time looking at them ;;

but yeap, here you go!

in order: original, modified dark, modified light

3in1.png
 

monkeynohito

Veteran
Veteran
Joined
Mar 5, 2013
Messages
264
Reaction score
98
First Language
English
Primarily Uses
N/A
It was hard to see the difference flipping between three different images in the preview window. It was just easier this way.

The colors in the third set look nice and bright, some of the colors in the first set look a bit too muddy. I also like how the colors are used more as accents in the third set rather than, you know, here's a green girl.
 

cosmickitty

Veteran
Veteran
Joined
Oct 15, 2012
Messages
406
Reaction score
147
First Language
English
Primarily Uses
two things.... first template:



second, I know they're not tiling right so i have to fix that but besides that here's some more of my tiles:



I need to add some shading between the grass/path... but hasn't happened yet

@monkeynohito - I like everything except the head in the back view, i guess when you add hair it wouldn't matter but something about it seems a little off to me.
 
Last edited by a moderator:

monkeynohito

Veteran
Veteran
Joined
Mar 5, 2013
Messages
264
Reaction score
98
First Language
English
Primarily Uses
N/A
@Cosmickitty - The animation looks really nice on your sprite, is that 4 frames + a 5th standing frame not shown? The knees may be a little too well-defined though, they look a bit ball-joint dollish.

The tiles look good. I was a little worried about how it might look with objects, but it looks all right.

Your problem with the back of the head on my sprites may be the dark edge between the skull and jaw, I've been meaning to tone that down, but I'm intending to massage the whole outline once the frames look OK.
 

amicable

Veteran
Veteran
Joined
Nov 1, 2012
Messages
271
Reaction score
18
Primarily Uses
@cosmickitty

for your sprite, there are two things that look a little odd to me. first is from the front/back view, her legs look a little bipedal, or ball-joined. i'd recommend not cutting into the knees when they bend, and making the U under them a little lighter, so they don't look like there's such a big dip/deep cut there. :>

second um from the back and front the shoulders and torso swing nicely, but from the side it's static. try and twist the shoulders and breasts a little as she swings her arms? (for an example, look at the hoodie toggles on my sprite 4 posts back on her side walk. i also moved her shoulders forward and back but it's hard to see with the bulky sweater)

@monkey yeah i'm leaning towards the third as well, especially how the three different colours stand out enough from each other. i think i'll go ahead with it!
 
Last edited by a moderator:

Logan

Villager
Member
Joined
Apr 8, 2013
Messages
21
Reaction score
1
First Language
Portuguese
Primarily Uses
I would like your honest opinion.

here's some more SMT demons i've been working on:



I decided to remake Jack Frost, he didn't look chubby enough and i disliked the idle a lot, so here it is, new pallete and a bit more chubby.

The 1st one and the 3rd one are fairly unknown, they weren't in Nocturne to begin with, meet Goblin and Brigit, it's going to be a challenge to think of a moveset for them (more likely for goblin, because i already have my ideas for Brigit).

So, what do you think?
 

monkeynohito

Veteran
Veteran
Joined
Mar 5, 2013
Messages
264
Reaction score
98
First Language
English
Primarily Uses
N/A
@Logan - Brigid is pretty rare, I even had to look her up, lol. Looking at source picks, it looks like her cauldron should have a little more flame.
 

Aceri

Author
Veteran
Joined
Mar 26, 2013
Messages
431
Reaction score
79
First Language
English
Primarily Uses
Hey all. Here is a simple set of stairs I made using Celianna's advice with the painted style. What do you all think? Did I do okay? What do you think could be improved upon? I welcome any feedback :) .

StairsA5.png

This is the small 32px version.

Biggerstairs.png

And this is the 64px by 128px (I know 64/128 is a little off proportion for the editor, I just wanted to see what it would look like bigger).

Also, how would I go about adding that worn look to the tile? Is it just a specific type of dithering or?

Edit:

Just tried making a bench type thing in the same style. Let me know what you all think and how I could improve on it.

RoundBench.png

This was the first iteration of the bench.

SquareBench.png

This is a second one, and I tried adding a little bit of flare to it.
 
Last edited by a moderator:

Logan

Villager
Member
Joined
Apr 8, 2013
Messages
21
Reaction score
1
First Language
Portuguese
Primarily Uses
Aceri: Nice job with those stairs, the bench looks pretty amazing too!

@Logan - [...] it looks like her cauldron should have a little more flame.
Flame on! *snaps fingers*



Sorry for the cheezy entrance, but i just couldn't resist it! :D

Well, like you said, Brigid is indeed a rare demon, the first time i saw her was while i was searching Devil Survivor sprites, and i found her, i was pretty curious about her, i even though she was Vesta to begin with, but it's true, poor brigid has only showed up in one Majin Tensei title, the First Persona, The first Devil Summoner and the whole Devil Survivor series, she's very underated, but i like her, a lot, i guess you start always with those demons you like very much (Pixie and Jack aren't on my top three, 1st one would be Fenrir, 2nd Berserker and 3rd Titania, i'll say Brigid is 4th or 5th).

So, any criticism on the flame?
 

Aceri

Author
Veteran
Joined
Mar 26, 2013
Messages
431
Reaction score
79
First Language
English
Primarily Uses
I wish I could sprite like that. I'm envious Logan.

Here are some yellow strip roads I made to go along with the Futuristic/Modern Day tiles. I don't know how it is in other countries, but the majority of roads in the U.S. have yellow dividers, so that's why I came up with these. I hope you guys like these.

YellowLanesA5.png
 

cosmickitty

Veteran
Veteran
Joined
Oct 15, 2012
Messages
406
Reaction score
147
First Language
English
Primarily Uses
@Logan - your character isn't very saturated and isn't much contrast in the shading.... i assume that's intentional based on whatever game, but the fire is exactly the opposite so it doesn't really flow well with the character.

@ Aceri - Not much to say about a road... i'd add some texture to it though, look a little flat.



I changed the side view a little... still need to go back and look at the knees but i haven't had a chance.
 
Status
Not open for further replies.

Users Who Are Viewing This Thread (Users: 0, Guests: 3)

Latest Threads

Latest Profile Posts

Day 9 of giveaways! 8 prizes today :D
He mad, but he cute :kaopride:

Our latest feature is an interview with... me?!

People4_2 (Capelet off and on) added!

Just beat the last of us 2 last night and starting jedi: fallen order right now, both use unreal engine & when I say i knew 80% of jedi's buttons right away because they were the same buttons as TLOU2 its ridiculous, even the same narrow hallway crawl and barely-made-it jump they do. Unreal Engine is just big budget RPG Maker the way they make games nearly identical at its core lol.

Forum statistics

Threads
106,036
Messages
1,018,461
Members
137,821
Latest member
Capterson
Top