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TILESET need help with!

Hey all, I'm working on this tileset for a project of mine.

DONT USE!
Property of Kagerou Studios
http://i32.photobucket.com/albums/d50/j ... age4-2.png[/img]

Take note

1) that the transitions between the floor tiles will be dealt with once I have made autotiles for them.
2) I will be doing new trees, because these were my crappy first attempt(gotta start somewhere).

I would some critic on particualrly the house, textures of everything and shading.
 
ATM it's sort of wrecking havoc on my eyes. Contrast is great, but I think you are using a little too much contrast. Also, the tiles look very busy. Remember that you don't want them to over-power your sprites, it is your sprites which should stand out the most.
 

moog

Sponsor

Ever seen a 3D Poster where you slowly pull your eyes away and the image appears? This reminds me of that. Im not trying to be dick by any means (and spriting is NOT my forte at all) but its very blurred and leafless trees look like ground tiles.

Take what I say with a bit of salt, because im generally not a graphic specialist as Sonata and Skye here are, but it looks too grainy. I love the art style, and its a great start!

Good luck!
 
My roof tiles Will need to be fixed. Damn over lapping. Ill try to lower contrast a bit when i get home today. I liked high contrast though =(.
 
Don't get me wrong! Contrast is good! The way you have it colored right now will be too high of contrast for most people tastes though. As I said, the tileset looks very busy, and although it itself may look very nice when you complete it and smooth out the rough spots, what will happen is it will over power your sprites, making them hard to see.
 
The second one is marginally better. Especially on the eyes. What you need to work on now is the transition from one ground tile to the next, so they don't look so square. Also try making some different trees (easier said than done, i know how long it takes), i think it would increase the erm... effectiveness? of the tileset.

Probably increase the contrast of the tree's and grass to match the door and rest of the house, they seem a bit out. An awesome tileset though, two thumbs up.

EDIT: You might want to make a few different rocks as well... having the same rock next to each other is kind of... unattractive.

EDIT#2: You might want to change the shadowing on the roof shingles/tiles. Also:

http://www.raftertales.com/wp-content/uploads/2007/10/shingles1.jpg[/img]

I was thinking it would be better if the roof was shingled in that style, because that way the water would run off the roof. At the moment it's like bricks...

Just an idea.
 
The second one is better, I never noticed the mushrooms in the first one. I think its weird that the house has a shadow thats almost two tiles long while the trees have a shadow thats barely 2 pixel long. The tiles look very repetitive. Try making the tiles more seamless, specifically the panels on the house.
 
The second is softer but still busy. Much softer on the eyes though. And you can see the sprite! Which is most important. Hmmm. I'll try to demonstrate how to soften your ground tiles to be less "busy" later.
 
Better indeed. I agree with Samboy concerning the roof, you should give something like that a try. I'm also going to suggest that you extend the roof horizontally a few pixels so that it covers all of the wood, it looks odd right now.
 
Okay. I'm sure how to verbally explain myself on why you need to "soften" background tiles. But here's an example. I grabbed a 32X32 square off your screenshot, and gave half the road tile a "softer" feel. It's a very speedy job, and really looks crap, but, notice the sprite aligned against the tile. Many spriters run into the problem of trying to create stand alone tilesets, with considering the sprite which is to be set against it. In the case of an rtp sprite, and the pallete it uses, you would want softer, less saturated shades. You can keep a high level of detail, but keep it softer looking. You see?
Now the pallete I did on the fly for this is rather light, but, all it is, is a demonstration.

http://img74.imageshack.us/img74/7542/d ... ingiv7.png[/img]
 
THANKS everyone. A big help you are.
I'll try and get all the "busy" tiles fixed along with tiling errors and shading.
What I think i'll have trouble with is the autotiling which will be a transition between tiles. Can anyone give me a demonstration or something? much appreciated.
 
In the second shot, there is too much of the most dark shade of the deep grass and too few shades in the shallow grass. Add a least one more lighter shade, and flesh out the network of dark lines in the deep grass.
 
Berserker":1uvuq27g said:
THANKS everyone. A big help you are.
I'll try and get all the "busy" tiles fixed along with tiling errors and shading.
What I think i'll have trouble with is the autotiling which will be a transition between tiles. Can anyone give me a demonstration or something? much appreciated.

Hope this helps.

http://img292.imageshack.us/img292/8231/autotiletutorialak7.png[/img]
 
It's getting there. It still seems pretty saturated to me. You should also avoid using similar colours on different objects, for example the colours in your fence are very similar to the pathway.
 

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