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Berserker's HKCP Contest Workshop

Much MUCH better. You follow directions quite well it makes me cry =D. You got what I was saying perfectly. Even the dithering issue's fixed. I agree that as it goes to the top part the out line is a little dark, but not by much. I think lighting it up bay the next lighter color should do it... NICE man,nice.
 
Ok awesome. I'll finish that when I get back from school.
So you don't think I should change the colours of the palette or anything?
like more purple in the dark shades or more cyan in the light ones?

Btw, do recolours of the tiles just worth 1pt each tile?
 
Well what are you going for exactly? Though it looks better it seems a bit too blue still for regular stone. The colors are very dependent on the general color of the materials of the object you want, the color and degree of light hitting the object ( sunlight has a yellow to high orange glow, florescent or artificial light is unnaturally white to high blue etc.)and the atmospheric coloring (The shade that your darker colors will fade into)
 
Ok, I was think older castle look. So I may add some more greens and yellows(slightly) or something.
I'll see what I can do.

Also I've added another piece awaiting approval(it's an oldie so it need some fixing I think.)
 
Ohh, I like those pauldrons. The palette is a little extreme but it would look better on a clothed sprite, probably.

Would you like to do some recolors before I add it?
 
Yeah that might work. Remember that the palette is a bunch of colors posing as one, so varying the hues can yield some interesting results...
 
Your doors are good, but the colors are soooo boring.

http://pixelcocktail.com/HKCP/Working/B ... help04.png[/imgzoom]
(the shadows are one dark color, but they've been put on a transparent alpha layer)

If you add some color, it doesn't take away from realism, it makes your tilesets look interesting. It makes them exciting!

You don't have to use this, but I wanted to show you how the colors play together at different saturations. :)

Also the rivets in the door's railing could use a little more smoothing on the outlines, which would be helped by small shadows under them. Also the HKCP Standard lighting angle comes from the top-left, so there would be a slight alteration in the rail's shading and the shadows cast by the stone archway onto the rails.
 
Yeah Ven pretty much hit the nail on the head with that. Though in addition, you may also want to darken in some of the line work on the upper section just a tad. Considering how dork the lower section's lines are, they could benefit from a little tweaking.
 
Ooh, lovin' the texture on those brick walls!!!

Don't forget to smooth out those outlines at the top though!

I like the door, but it looks like it lost a color at the top?
 
Lighter shadows colored as Ven said could mean less popout (but still enough to make it look like it needs to) for the rivets. It could possibly use selout on the lighter bricks higher up on the gate.

I didn't mess with those, but I did mess with the gate shadow. It looked too flat to me, and it made the teeth of the portcullis look like they didn't have any volume, while the rest of the portcullis did. If there's a lighter area down there where the teeth end, why is the base of each tooth still in the darkest color? What shadow falls on that that does not fall behind it?

I've read through this thread a while ago but may have already missed the explanation for why it is as it is. I'm no expert whatsoever, but I tried to show what I mean with a little edit.

http://i19.photobucket.com/albums/b170/ ... teedit.png[/imgzoom]

Also one of the rivets didn't have a shadow, and the rivets half way down the gate have the darkest shadow while being in a lighter area.
 

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