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cosmickitty

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As sharm said, color theory is hard.  No matter how bright you're intending your game to be some common neutral tones would go pretty far in tying it all together.

Your palette has way too many similar colors, especially for the style you're going for.  Think about the overall mood for your game, different colors have different feelings.  Your greens look on the blueish side to me.  Blues tend to depict dark/sad events, I don't get that feeling out of your designs so maybe thats not the way to go?

Look at game examples that you like and see how their palettes work.  You can learn a lot that way.

http://www.pixeljoint.com/forum/forum_posts.asp?TID=10695

this thread is amazing, everyone should read it whether you think you understand color or not
 

EliteZeon

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So I couldn't really find tiles I was truly looking for, so I decided to take things into my own hands and try and edit a quick set of tiles together. I really just wanted to try and get an old tower that looks like nature got to the better of it.

RuinedTowerEdit.png


Its a mix of the default RTP and Pandamaru's ruined tiles. It's my first time trying to edit things in together, so what do yall think?

Eh I'm pretty sure my perspective is off...
 
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cosmickitty

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looks good but the tower just looks like it's in the background now.  it should overlap the grass.  Easiest way to destry buildings is to take a black pencil and start erasing parts of the building.  Think about where it would naturally break.  small clumps that have completely fallen off.  And I would assume the top of the tower shouldn't be completely intact either.  Maybe put some vine work over the tower, it may fix some of the perspective issues.
 

LazierBandit

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@EliteZeon that looks pretty good. If you follow the tips that others have mentioned, I think it will look great and less flat, hopefully fixing the perspective issue you mentioned.

---

I wanted some more variance in the tiles in my game in terms of angles - everything was a bit too square. I've made my own slanted wall tile, and hoped you guys could give some critique?

Map018.png
The map itself isn't really what I was focusing on, I just threw it together to see the slanted tiles in action. What do you guys think of the diagonal walls? I edited the angle of the RTP wall and then darkened it slightly to hopefully make it seem more like they were going back, to give some perspective. I'm sure I've seen some resource like this before, but couldn't find it, so thought I may as well just have a crack myself.

Also, come to think of it, this map includes the recolour of the grass that I did months ago. Default RTP grass is a horrible colour in my opinion!
 

Kes

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@Virgil

If you look closely at the default cliff tiles, you will see that the bottom edge is not, in fact, a dead straight line, but slightly broken up with tiny bits of grass showing between the rocks which make up the cliff face.  I suggest you do the same with your slanted tiles, as that ruler-sharp bottom edge looks wrong.

The angle at which they join the straight walls is, like your bottom edge, again very crisp and well defined.  If you could fractionally bend it/soften it in some way it would improve the overall look immensely.

But well done on what you've got so far.

EDIT

I've just seen that the cliff that slants left of the straight section as we look at it appears to be also shaded darker, like the tiles which slant on the right.  These should, in fact, be the lightest tiles of the 3, as they are facing directly towards the light source.
 
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Sharm

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For the slanted walls to work right you'll need to compress the width a bit as well. If you take two tiles wide and compress it down to one it'll tile easily and look less stretched out on when it's skewed. You'll probably also want to make the lighting change on the corner edge less of a hard line.
 

FeaR616

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I hope this is teh right section...

well... I tried to make a pixel character for my game based on the artwork I have, but I am not really satisfied with that since I am not a pixel artist in any way!

hm... this is the artwork:

Vamos_Color_Final.jpg
and this is my result:

%24Vamos_Pixel.png


as I said, I am not satisfied, especially the beard looks weird I think and I don't know how to make a sword oin his back, if this is even possible with those hairs...

what is your opinion on this? maybe someone have a better idea or can do it better. I think everybody here could do it better! XD
 

Mimironi

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urghhhhhh

Trying to make an actual walking sprite for the first time... I can sense something's wrong, dunno what. >:x



Do the arms move to much for just walking?
 

EliteZeon

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Hrm... I think the arms are fine... I think the fact the head not bobbing up and down might be the problem...

How about when the arms are moving, you make the head move down 1 pixel, and when the arms are at rest you have it at the highest.

Oh yea about those ruins I was working on, I haven't gotten around to it yet, but I'll rework that grass. Unfortunately I forgot to save the PSD file, so I might just rework it entirely from scratch. Still gotta redo that raptor as well... T_T
 

Ronove

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I think the problem with that sprite is as EliteZeon said, it's not bobbing. Usually in my sprites I have the full sprite move down one pixel for the stepping frame and that creates a better illusion that you stepped forward (since the bottom foot is lower, technically in front). Since it's a small sprite and not much detail, the foot stepping forward being in the same spot as it would be if it were just standing kills the illusion of walking. So try having the sprite bob and see if you still think something is off.
 

Mimironi

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I did the head bob, it does look a lot better.

Buuut i've already got a new sprite style in the works :x
 

Sharm

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For your next sprite don't bob the head, make the whole sprite bob, it'll work better.
 

That Bread

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@Fear, I'd say that's a very good sprite attempt! Too bad your not satisfied, keep going till you are. : )

@Mirpono : O! You should show us this new sprite style, I am curious what it looks like.

Been Designing some sprites, two based off some art for the game. The other three I just designed them in my own time and threw them together as sprites.

Qi7F4Xn.png


All four of the purple helmeted guys are supposed to be soldiers.

Lackey, Archer, Elite and Pilot

Here's the Elite full design(RTP background)

Factorytroop_zps8f44f85f.png
and Just(Black coated guy) Yeah his shoes changed color from this drawing in the name of consistency with his battler.
tears_of_the_sky_game___chiver_by_qin93-d7ic27g.jpg
So tell me what you think, what I need to touch up on these before I start to animate them.
 

The Mighty Palm

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Okay, so I am in the process of making some small isometric holder styled battlers (For like Golden Sun type stuff) that will be 

for public use but I need some advice on how to get the wolf's movement working. I just need to get his idle working at the moment,

the rest should take care of itself. I did this in about 1 hour this morning, so it's not that great yet. I'd like him to bob up and down better.

http://s17.postimg.org/epesnguxn/Wolfbattler.gif

Is now in gif format like it should have been to begin with. Thanks Sharm.
 
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Mimironi

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@Cornered

Thanks for the interest :0





Yeah... Havent tried to animate the base yet.

I think the whole "each body part is outlined differently" thing I did will work better for me.

@jesse

I think the back legs need to move around, like bending as the wolf is breathing out.
 
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Kes

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@CorneredCosmos

Very nice designs, but for the man with the whip, I think his hands are the wrong way round.  Gripping with the hands facing down won't allow him to flick the whips forward, which is what he needs to be able to do.  They need to be turned round so that the palm of the hand is under the handle, and the fingers on top.
 

Simon D. Aelsi

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@CorneredCosmos Better.  I'm glad you got rid of the unsightly square heads. Be careful with those helmets though, they look like fuzzy purple hair.
Also, I notice that your other sprites are done in a different style. You're gonna want to mimic that style as closely as you can, otherwise they'll look like they're in two separate styles.

The eyes are off in the first two soldiers and the last one. If you can't see their eyes at all, then they should be dark like the third soldier. This suggests that the helmet covers his eyes (and almost shades them). Otherwise it looks  unrealistic.  Also, fix that shading on their faces where the skin is visible.

Overall, not bad.

Now... Chiver's hair looks like cat ears. Is this intended? If it is, pretty good job.  If not, I'm sure you'll find a way to fix it. Also, what KSJP said about the hands. I'd suggest you google pictures of people using whips and use those as a guide.

@Jesse, that wolf looks amazing. Well done! I personally don't think the legs need to "bend" in back...  But that's just me.
 
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Sharm

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@thejesse081:  Looks good to me!  If it's bothering you maybe it's bouncing too much for you?  You could try a technique called subpixeling to get the movement smaller.  It's a difficult technique and not one that I'd be any good at explaining so you'd need to find tutorials for it elsewhere.
 
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