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Side scroller tileset help

Kelg

Member

I'm working on a project that will have completely custom graphics, and it's all been going well until I start the spriting on the stage tile sets...


This is a little example of what I've been working on, and it's pretty terrible.

I would just like some advice on spriting backgrounds and objects for a stage, such as trees, bushes, cliffs, water, and etc.
Please point me in the right direction, I don't even know where to begin...
 
Well, your first problem is that you're saving your art as a jpg. Paint will save losslessly in PNG, so save it as that and re-upload it if you want feedback!
 

Kelg

Member

I had it saved as .bmp, but it seems photobucket changes everything into .jpg. Okay, I modified my original post with a different link to the image.
 
I think you need to work on defining your lightscource a little bit better. It looks like you are trying to define it as directly shining on the objects from the front, which could be appropriate for a sidescroller. However, it also tends to result in having a pillowshaded look if its not done really well; its most noticeable on your bushes (they are bushes not trees right?, looks like they sit on the ground). You might try adjusting your palette too, I'm not sure the greens you have chosen are going to work out all that well.

The rocks and other stuff looks mostly okay, i think the bushes are the problem part of the tileset right now. Next time you post it would be helpful to include a testmap too!
 
I think it's your colors that bothers me...
Hmmm

I suggest looking at references like Castlevania Order of Ecclesia, that game has extremely beautiful tiles or for more simpler ones Twinsen.
 
You have a decent start with the bushes--the texture isn't bad--but yeah, they're really flat. Picking a light source will help, and remember the shadows too. Also, instead of having a hard black outline, have the bush slowly darken towards the edges to convey depth, although the degree of the darkening will depend on where the light is. You need to understand the basic geometry of an object before you can portray it. You can abstract a bush as a sphere (or a bunch of spheres clumped together).

SimpleSphere.PNG

Okay, you see the bright highlight off to the side and how it gets darker around the edges, then has a tiny bit of bounce light on the back side. You want your bush to sort of vaguely approximate that. It might help to blob out the colors to indicate light source before you add the shape of the leaves.

As far as palette goes, highlights tend to be warmer than shadows, although this depends on material. You generally want your shadows to slope towards blue or purple or brown and your highlights towards yellow. I'd recommend purple-blue shadows and yellow highlights, and that applies to both the rock and the plants. You also want lower saturation than you have there. The green highlights you have now are sort of garish, and moreover, you usually want backgrounds to be less saturated or something than the sprites so the sprites stand out.

On a somewhat unimportant note, your background color hurts my eyes; I usually use a neutral color like gray (or white because GraphicsGale is kind of squirrelly about non-white backgrounds, but in an ideal world, I'd use gray). Yellow is also usually a good choice. It doesn't really matter what you pick as long as you like looking at it, but sometimes you can make better color selections with an appropriate backdrop.

This is a pretty good tutorial that covers a few of the basic tenets of pixel art and tiling in particular. Good luck!
 

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