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Outdoor tileset.

Don't use this. Thanks. :3

Saw some Star Ocean: Blue Sphere graphics earlier and was inspired! Ergo, this:



Ended up not looking tons like SO:BS, and I broke the GBC color limitations a couple times, but whatever. Will still probably be adding things, but sleep beckons. Sprites are there to demonstrate style (high saturation and two-tone shading, mainly; haven't decided if the sprites with this should be more detailed) and are half-assed. Likewise, some of the tile choices/positions in the mock-up are weird, but I was trying to cram in as many of the tiles as I could, so uh, disregard that.

Current:
 
Thanks for the praise! Means a lot coming from you. And yeah, I think I overdid it with making the background low-sat and low-contrast, but I didn't really notice till I slapped some sprites on it. I made the colors more vivid and like it a lot more.

 
Ahahaha, Peri, sleep? You're kidding, right?



I think the green might be loud compared to the rest of it, but I love it too much to kill it. Maybe it'll be okay when there's more of it. It's mainly the bush that's bothering me, so maybe I'll just reduce the highlights on it instead. I think the style clashes a bit with the tree anyway.

Also, yeah, the dithering on the tree's shadow looks horrendous, but it's fine when you put it over stuff since the darkest shade is the same everywhere. That said, the tree bothers me, but I think that has more to do with the way it looks than my execution of it, if that makes sense. It reminds me of RTP, which makes me go bleargh.
 
I do not see the issues you are seeing. The set is all very consistent. The one thing I can say is that you've detailed in all the leaves of the bushes and ivy but the tree then reverts to blobs for leaves. Perhaps fixing up the tree with the same style of leaves for consistency's sake is best.

Still looking great...you swine.
 
I might just be needlessly anal-retentive. I usually am about my own art. :3 But yeah, the style of the leaves is pretty different on the tree. Hmmmm. I might go back and poke at it later, but I like what I did with it aside from this imaginary issue that is bothering me. Still, consistency is important. Murder your darlings and all.

Edit: Okay, one last update before I hit the sack for real.

 
This looks amazing! :eek::

I do see the same thing you mentioned with the bush popping out more than the rest of the set. I'm not sure why that is though, it could just be its position on the test map too.
 
are you gonna make the waterfall animated later? because if you don't that is the only thing that I can see ruin a sexy tilset like this! :)
 
Maybe, Munkk. This is designed more as practice than anything, though. I have to animate all the water tiles too. :S And yeah, Pigmann, it's a bit better since I softened the highlights, but ergh. We'll see how it ends up when I make more stuff.
 
ooOoOoOoOooOo

it's detailed, but not obtrusively so. the hanging ivy and the rockwall in particular are very impressive.

the stone path, it bothers me. the color scheme of it seems to lack the contrast of its surroundings. or the texture. either way it's missing something. that COULD be intentional, considering you may want to call more visual attention to it, but in either case it still looks a little lacking in the detail department.

your little girly sprite is awesome in its simplicity but the highlighted portions dont blend at all into the shadows--i can see what you were going for but the lack of intermediary shading is making her right side obscured by the background. If you just throw in one midtone there it'd probably take care of that though

:D yay pixels
 
Thanks for the feedback, Ven! I noticed what you were saying about the path earlier and made it grassier so it blends in better. I'll mess with the sprite later, but I already uploaded this and wanna post it.

 

NexS

Member

the tileset look great!
i haven't done much to do with pixel art in a long time, but I wonder if lightening the stone and grass's highlight colour a *tad* would give a better distinction between the stone path and the surrounding greens. Another thing that i don't know about is whether that character sprite fits well with the tileset (you may just be using it to show size relations). Other than that its neat as!

Oh, you might want to throw a bit of colour into the water to make it differ from the cliff face and stone paths more

Hope it helps :)
 
Thanks, NexS! I tried playing with the color of the water a bit, but I think I like it as it is. Bright blue would clash with the other tiles, and it's pretty shallow anyway, so it should be brownish.



I softened the sprite a bit, put in another dark shade, and made a few other small changes. The main point of note is the large bush, which I'm not sure what I'm doing with. Originally I was trying to make map borders, then decided I didn't want the map borders to be massive leaf walls, so I changed the palette and made it shiny. I think it looks weird as a tile on its own, though. If I want to make it a proper bush, it should be rounded anyway. Maybe a leaf wall of some sort, but it doesn't tile right now, so I'll have to do that. I also think I hate the grass tile and will probably screw with it later. The path also needs fixing up.
 

NexS

Member

OK fair enough.

as for the big bush, i like it alot. you have spent alot if time in making it look realistic and it's neat :)
but perhaps if you made it small enough to go alongside the smaller moss drapes for the cliff covers and squared up the top corners it might fit in better as a wall cover?
 

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