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Paradigm Stuffs

Tindy

Sponsor

All right, so I'm trying to make a game with the lovely Perihelion's paradigm template, which means, of course, that I need to make tilesets and events and just about everything.

And i need loads of help 'cause i dunno what color is ._. Ok well I do but I fail miserably at color.

So here's what I have so far with a castle tileset: (Don't use this plzkthx.)

(updated 9/7/09)

(Ignore those big trees, I know they fail really hard)

And an assortment of (as-yet un-animated) castle doors:


So paradigm (if you don't know) is apparently based on Chrono Trigger, but I don't know, then, if I should go for HOLY CRAP loads of color or stick to the 3-5 shade color assortment.
 
Might do some edits later, but the first thing that jumps out at me is the lack of shadows. They'll add a LOT more depth--put them on the trees, the shrubs, the statue, and make a dark grass tile too for the walls there. Also, you want harder outlines. Not going from like light to pure uniform black, but something to add a little depth and make it stand out from the background. My tileset here does that to give you an idea of what I mean. A dark purplish outline on the sprite would also probably help.

Add more depth to the shrubs--more color variation, stronger highlights, etc. Bring some clumps of leaves out. Also, your tiles are wanting more color variation, particularly the bricks and cobbles. Try a different-colored grout (a light one will make your surface look flatter, which imo you should try) to start with. Another good tip about making tiles look less monotonous is to make a bunch of variations. Instead of pasting one brick over and over, hand-draw five or six, mixing up the colors and crack patterns and whatnot, and do this for a couple tiles so you can mix them up. It'll look a lot better. I remember the bricks on Inq's house being really nice and was going to show it to you, but all of his images are dead for some reason.

And, yeah, your palettes are weak. More saturation and hue variation will help. Also, the trick to making different color ramps look unified is picking fairly universal shadow and highlight colors, particularly the former. Purple and yellow are the obvious ones. Like, if you look at my tileset again (not to toot my own horn, but uh, it was the first reference I thought of), you'll see that most of the shadows across the different color ramps are the same or similar.

That said, a solid start. You can make this a lot nicer, though!
 

Tindy

Sponsor

Dunno if I changed the grass tones for better or not, but shadows and highlights added ftw. I think.

Also stairs changed and texturified.
 

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