12-17-2009, 02:21 AM
@Icarus:
Some of the shading is lost because of the screen tint. Certain areas of the leaves blend where they don't in natural lighting. I'll be adding shadows at some point, though I'll probably need to do it for all the tiles. I haven't really done shadows for anything, really. Not because I'm trying to get away without it, but because I'm still working on the proper semi-transparent shadow color. My attempts so far have been judged too dark, so I'm still working on it.
One can edit pixel art with layers too, so it's not a major issue to change anything. I'm getting conflicting criticism on the tree trunks, though. Some people prefer cohesiveness and the same trunk size, others think I should change it. I'll probably leave it as is, but I'll likely revisit it in the future. It's one of those recurring locations, but I only need a single map for this particular game segment.
Does your time system display current time or an "ingame" time?
@computerwizoo7:
You did an nice job mimicking the VX textures. The tiles have a more painted look that you've pulled off. I'm not a fan of the bright yellow with the dark windows. I think you'd do better with a more neutral color for either the yellow portion or the dark parts.
@bacon:
You really should edit the cliff to include a "submerged" portion. The section on the bottom left makes it look like the cliffs are floating on top of the water. Also, the green vines on the lower right are lacking shadows, so they look very flat. Not a bad job otherwise. Just be careful with the functionality of it. So much clutter is nice visually, but if a player has to navigate through a maze just to get through the screen, it's a lot less fun.
Some of the shading is lost because of the screen tint. Certain areas of the leaves blend where they don't in natural lighting. I'll be adding shadows at some point, though I'll probably need to do it for all the tiles. I haven't really done shadows for anything, really. Not because I'm trying to get away without it, but because I'm still working on the proper semi-transparent shadow color. My attempts so far have been judged too dark, so I'm still working on it.
One can edit pixel art with layers too, so it's not a major issue to change anything. I'm getting conflicting criticism on the tree trunks, though. Some people prefer cohesiveness and the same trunk size, others think I should change it. I'll probably leave it as is, but I'll likely revisit it in the future. It's one of those recurring locations, but I only need a single map for this particular game segment.
Does your time system display current time or an "ingame" time?
@computerwizoo7:
You did an nice job mimicking the VX textures. The tiles have a more painted look that you've pulled off. I'm not a fan of the bright yellow with the dark windows. I think you'd do better with a more neutral color for either the yellow portion or the dark parts.
@bacon:
You really should edit the cliff to include a "submerged" portion. The section on the bottom left makes it look like the cliffs are floating on top of the water. Also, the green vines on the lower right are lacking shadows, so they look very flat. Not a bad job otherwise. Just be careful with the functionality of it. So much clutter is nice visually, but if a player has to navigate through a maze just to get through the screen, it's a lot less fun.