The Resource WIP Thread

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Aceri

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Well the texture is what it was on the original tile itself, all I did was add yellow lines.

How would I go about adding texture to it though? That's the problem I have with most of my makings, I can make the shape but the texture is the problem.
 

monkeynohito

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@Logan, yeah the flame looks great though Kitty brings up a good point. Personally, I'm a fan of the Fairies so I like all the Jacks. You have to admit Black Frost and King Frost are pretty cool. :D Beast and Megami are fun races too.

I've been doing some work with my sprite base.


I love the face, but working with the body is pretty meh.
 

Aceri

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My first attempt at a tree.

Tree.png
 

Logan

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@Monkeynohito - She looks great, maybe the body looks meh because of the blending of the shadings, but otherwise, i don't see anything wrong, yeah, who doesn't like good old Black Frost and Mighty King Frost, they are some characters indeed!

@Aceri - The tree looks great, good job!

@cosmickitty - Thanks for the tip, i already fixed the fire, and now i'm having a huge dilemma:



Should i go with whom, A or B?
 

amicable

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@logan

whats um, all the differences? i can see the pot has a different base, and for that i'd go with B, personally. sine the sprite has flat-ish shading, it seems weird to do too much w the pot :>
 
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Aceri

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This is my first attempt at making a sprite, any feedback and/or tips would be greatly appreciated!

Fluted_Knight_Front.png
 

astigz23

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@AceriL It's good, but you can add some lighting and more shading to make it more natural.

I'm working on some tree and plants tileset. No shadows yet.



Any suggestions and comments will be appreciated.
 

DancingDrake

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@astigz23

I like how the trees look kind of magical with how you have done the lighting. Something is annoying me about the trunk but I can't pick what so it might be nothing.

@Aceri

I agree with astigz23 that it needs more shading but the shape and form seem pretty good.
 
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Aceri

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How would I go about adding in shading? I mean I know the whole pick a light source thing but I mean like I am having a hard time shadowing the helmet because I am using different colors of grey/silver to act as the flutes in the helmet itself, so it seems like shading it would just make it look like it was just one silver blob.
 

amicable

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at the whole knight that needs shading, I don't think it does? it depends on what tileset is being used for the game. if you're making an entirely new set, and shade them all the same way you have the tree and knight, the style will match and you won't have to worry about heavy shading. and with sprites, I've found its best to lean towards simple if you're not confident of pulling detailed off, otherwise it will come out a mess. and again, with pixel sprites and 2d games, simple can work :p
 

astigz23

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How would I go about adding in shading? I mean I know the whole pick a light source thing but I mean like I am having a hard time shadowing the helmet because I am using different colors of grey/silver to act as the flutes in the helmet itself, so it seems like shading it would just make it look like it was just one silver blob.
 Add the shading below the helmet.
 

cosmickitty

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I hate trees with a passion... i swore my project would be a world without trees.... but i've done enough that i can give some feedback.

@aceri - thats a really tiny tree.... whats it for?  it has really hard straight lines and the base is the same size as the top.  even in simple styles you need some kind of definition of the leaves.  Also, trees aren't symmetrical, a little asymmetry makes it look more organic.

@astigz - they're not bad, the bases seem really small on the fat trees, i'd make them fatter.  it kinda depends on what the rest of your tileset looks like, but it looks really saturated to me and almost blurry for some reason?  I really like the shape of the top left tree though :)
 

astigz23

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I hate trees with a passion... i swore my project would be a world without trees.... but i've done enough that i can give some feedback.

@aceri - thats a really tiny tree.... whats it for?  it has really hard straight lines and the base is the same size as the top.  even in simple styles you need some kind of definition of the leaves.  Also, trees aren't symmetrical, a little asymmetry makes it look more organic.

@astigz - they're not bad, the bases seem really small on the fat trees, i'd make them fatter.  it kinda depends on what the rest of your tileset looks like, but it looks really saturated to me and almost blurry for some reason?  I really like the shape of the top left tree though :)
The blurry thing you are talking about is the style that is really working for me. I tried it not to make it somewhat blurry, but I'm not happy with the result.

Oh, and I added some more tree.



I want you to comment on this tree. I'm not confident about this, so I really need your comments and suggestions.
 

Aceri

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Alright, I'll do shading below the helmet, thanks for the tip.

As far as the tree goes, it was my first ever attempt at a plant, so I did it in a 32px canvas because 32px is what I was comfortable with. I should probably remove the trunk, add some leaves and call it a bush. I think a tree like what I did would be okay if I was intending on going for that cartoony look, providing I made it bigger.

Here's a new bush thing I made.

bushbase.png

This one is the base. I made this trying to follow a pokemon graphics guide of sorts on deviant art.

bushcomplete.png

This is the bush after reading your guys' comments about the tree. I made an 8px by 8px leaf then copy pasted/rotated then fixed any pixels that were two wide. I think I got all of them.

woodtile48pxfromdevianttut.png

This is a 48px wood tile test I did following a tutorial on deviant art.

bushbase.png

bushcomplete.png

woodtile48pxfromdevianttut.png
 

astigz23

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Alright, I'll do shading below the helmet, thanks for the tip.

As far as the tree goes, it was my first ever attempt at a plant, so I did it in a 32px canvas because 32px is what I was comfortable with. I should probably remove the trunk, add some leaves and call it a bush. I think a tree like what I did would be okay if I was intending on going for that cartoony look, providing I made it bigger.

Here's a new bush thing I made.

bushbase.png

This one is the base. I made this trying to follow a pokemon graphics guide of sorts on deviant art.

bushcomplete.png

This is the bush after reading your guys' comments about the tree. I made an 8px by 8px leaf then copy pasted/rotated then fixed any pixels that were two wide. I think I got all of them.

woodtile48pxfromdevianttut.png

This is a 48px wood tile test I did following a tutorial on deviant art.
Do you have gimp or photoshop? You need those to make your tiles more natural. using the tools will make it less cartoony.
 

Aceri

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I have GIMP 2.8 but I am not as familiar with it as I am with Paint.net so I really haven't used it.
 

astigz23

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I have GIMP 2.8 but I am not as familiar with it as I am with Paint.net so I really haven't used it.
Well, I recommend you to use it. I just played around with it, in within one day, I became used to it.
 

monkeynohito

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Been messing with my cute newer head on an older body design:

 
I think it was Lunarea that suggested shorter legs on another design, which looks better here?
 
Also, I obviously can't use standard background objects with a tall sprite, but the overlap on standard-sized trees covers up part of the head when the sprite is in front of it even when I squished it down to 64 pixels tall. Anybody know how the Ace system actually places a sprite in relation to the tiles?

 
 
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Aceri

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I don't see what is so great about GIMP. The only thing I've really noticed it has over P.Net is it has a smudge tool. Also seems to me that it's palettes are a lot more limited, having to colorpick instead of having a full tray.

I believe it looks as it does in the editor, 1 tile under. To stop that you'll either have to set the top of the tree be set to O or X, but then you wont get the behind the tree look. Otherwise you may just need to edit/extend the trees size to match the sprites proportions. Or set the base of the tree to unpassable, but the tops to behind so that when you stand under the tree you don't have that issue. Gotta figure if you have a 64px tall character, your character will take up 2 tiles worth of space.
 
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monkeynohito

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A lot of GIMP's options can be found in dockable dialogs that you can tmove, stack and tab together however you want. Select windows/dockable dialogs from the menu and there's a tab for palettes which you can select save and edit in the palette editor...you can bring that up by double-clicking a palette. The color picker itself even has four different selection methods. Basically, it takes some getting used to, but GIMP gives you some of the best options for customizing your workspace and tools.

In my second example, my sprite's feet are aligned with the very bottom of the frame, but they don't line up with the bottom of the tile in-game. I'd adjust the art for taller sprites, but I was just curious how the engine actually aligns sprites.
 
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