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sandfall tiles

okay everyone, i wasn't so keen on posting this shit at first, but i'd really appreciate some serious feedback, discussion, ideas and suggestions about this shit.

i won't bore you with a long explanation or anything and i'll kick this thread off with an image

http://ca.rhinocap.net/up/u/84750.png[/img]

that's a test map that i made just to show off the tiles that i've made and how they might be used. OBVIOUSLY I HAVENT GOTTEN TO THE SHADING STAGE YET. the plan is to make all the tiles with the outline and some very basic shading, just to get positioning and everything right. that way i'll be able to actually start mapping the areas and stuff without having to wait until i've totally finished the tiles, and I think it would be smoother to work that way.

i'm going to actually go ahead and post the WIP tileset here. it works in RMXP so feel free to play with it but do not use this. i normally am not bad about people using my resources, but this shit is being made exclusively for sandfall and i am trust you guys to give you the entire set and i think it's only fair to expect that you respect me enough not to gank it. that said, the thing will be released when the game is finished (or officially abandoned, hoping for the "finished" one though).

http://ca.rhinocap.net/up/u/45ff3.png[/img]

it's not 100% original. however at the same time it is. every pixel here was placed by me, and all of the objects are original. but the sand tile is a edited recreation of a ripped graphic, some of the floor tiles are built over rtp ones, the building walls were based on the rtp desert one that i've used in the old game (it was a easy and lazy way to ensure that tiling and shit worked okay) and the same for the short brick wall. other than those i made all the objects and stuff entirely on my own, and when i get to the shading and detail stage i'd be making more small changes to the other shit to make them more "mine".

what am i looking for in terms of feedback and criticism:
  • the usual, any obvious technical/artistic problems or errors
  • flavor problems, if that makes sense. how do the tiles work with the world (more or less easily summed up as a steamwestern)
  • suggestions for tiles. clearly this isn't nearly finished. i have a LOT planned but anything else you think of might be helpful
  • anything else you want to say. if you think it, let me know. i take this project seriously
 
This is going to sound silly, but I was wondering if you could also post a sprite there so we could compare size ratios. You're using GeredrethM's, right? (I think ... That's the latest one right), which I guess is roughly the size of RTP, but it'd still be helpful for a visual aid.
 
I agree with Ven, a sprite to compare it too would be useful. The perspective seems good, and the outlines are clean. I'll probably have more to offer when you have done some texturing/shading. Otherwise, a very decent start! Better then most I've seen.
 
It looks like the machine/ metal sorts of things on the roof of the middle building, on the edges, are supposed to be viewed from a top down perspective - its squiffy with regards to the rest of the tileset. I'm also not too keen on the 'sand' underneath the other tiles, it doesn't fit in with the rest of the tileset. Apart from that though, I like it!
 
I like how it looks a lot, one thing i'll recommend for the final is creating some tiles to make the transition from the desert to the concrete more random, right now it looks blocky and unnatural.
 
You may be waiting until you begin to texture to do this, but you need some sort of transition from the sand tiles to the other floor tiles.

EDIT: basically what Xcelled just said.
 
The sand to road thing does seem to be the most glaring thing, I think, but if I recall correctly, you've already made/are in the process of making some sand/road transition tiles. Do I got that right?

I think maybe some of the items such as the pots, barrels, and things would do well to have some sort of alternate bottom part, or whatever, with some sand coming up the side, as they look a little strange sitting on the sand in such a way. (I doubt I explained what I meant properly, though. :x)
 
Sonata":1zlzlu0z said:
You may be waiting until you begin to texture to do this, but you need some sort of transition from the sand tiles to the other floor tiles.

Yeah, this is planned for when I turn the ground tiles into autotiles.

It looks like the machine/ metal sorts of things on the roof of the middle building, on the edges, are supposed to be viewed from a top down perspective - its squiffy with regards to the rest of the tileset

:eek:! Good catch, I'll get on that.
 
God this stuff sucks...
No..
Just kidding tel, they are very very nice. I also agree a transition from sand to concrete would be good, as if it blew over top of it, making a layered affect, you know what I mean. Also more variety in the sand textures would make it feel even more natural.

Keep up the good work man, this is lookin' smokin'!
~Axe
 
Ok for quantity this tilest is good. For quality it's about a 5/10. Sorry to say this but it is totally graphically inconsistant. Some items have really nice shading, other's have an anime style shading and others have no shading what-so-ever.

Now I've seen non-shaded tilesets pulled off rather well in the past but thats the entire style of a tyleset. Right now your missing a style all togeather.

Ok here are a few concepts for you:

1) first off the crates. You have black lines to depict the main border of the shape. This is ok because everything else in your tileset has a black border. What isn't ok is how you've done non-border wood lengths by using a grey colour. While good just like that you cannot then cross it with a large wooden planky thing (sorry I can't think of the name for them) with a black outline. It throws the concept off big time. Either make it with a grey outline or have all the grey outlines black.

2) Looking at your rocks and pots the light source appears to be comming directly from above. The tombstones on the otherhand are giving off the perspective that the light is commig from the upper left. Either way then the insides of your barrels are then wrong. If the ligh source is comming from above then the inside of the barrel would actualy be illuminated rather than darkened. If comming from the upper left it would have at least two different tones to compensate for the shadow created via the barrel side.

3)The sand is lovely but clashes big time with everything else. The fact tht the ground has more depth and shading to it than the rest of the tileset is a tad off putting.




I would add to the list but I'm starting to get the view that this is a WIP.
 
Ok for quantity this tilest is good. For quality it's about a 5/10. Sorry to say this but it is totally graphically inconsistant. Some items have really nice shading, other's have an anime style shading and others have no shading what-so-ever.

Now I've seen non-shaded tilesets pulled off rather well in the past but thats the entire style of a tyleset. Right now your missing a style all togeather.
OBVIOUSLY I HAVENT GOTTEN TO THE SHADING STAGE YET.

He even bolded it, Jesus Christ, man. :x
 
wow, actually the whole thing looks great, i would love to see what this would look like when it's all done (shaded and textured) the only thing i have to say about it right now is, what is with the circles on the tree? for some reason it doesnt look bad.. but i dont know about circle if you know what i mean, i actually didnt even notice the circles until about the third or forth time looking through it. lol.
 
Nice tileset you got there.

Are those walls plastered? If so, in most, poor, desert countries they plaster it with straw/hay. Maybe it's an idea to let some pieces of hay stick out of the walls, or even a little haystack.

Another idea is that they have some fields for there vegetables and grain fields. Since they have pumps, they should be able to irrigate those fields.

Those are just thoughts of mine, I hope they helped you.


greez nomar
 
Luminier":1goyk7se said:
Ok for quantity this tilest is good. For quality it's about a 5/10. Sorry to say this but it is totally graphically inconsistant. Some items have really nice shading, other's have an anime style shading and others have no shading what-so-ever.

Now I've seen non-shaded tilesets pulled off rather well in the past but thats the entire style of a tyleset. Right now your missing a style all togeather.
OBVIOUSLY I HAVENT GOTTEN TO THE SHADING STAGE YET.

He even bolded it, Jesus Christ, man. :x

Ok maybe I didn't use the best of words, what I was trying to talk about was style. For instance see how the rock has no base blackline to display that it goes under the sand while the tree which would do a similar thing does. This is what's called graphical inconsistancy. Now as far as my comment about shading, if you'd read my dot points you would know that I was talking about items that do have shading and that light-soures are contradictive.

Also I knew it was WIp i simple skipped a word in my last post which was "major" which might clear things up a bit.

Anyway aside from that little random spack and my inability to use decent vocabulary I would like to state that those circles only work well in cartoon games. The rest of the tileset doesn't give off that idea.
 
A few more things I noticed. The broom seems to be supported by the bristles. This doesn't seem logical. The trees seem very stylistic, while the rest of the tiles are realistic.
 
The circles just show clumps of where leaves (needles?) will eventually be, sorry if that was unclear. When I go back and add the details and shading I'm obviously not going to be shading random floating spheres on the branches.

I got really excited to see a big post ultimaodin, but apparently you missed the point. Oh well, you might have something useful to say when I get around to shading them.

Also good suggestions razendnomar, thanks.
 

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