I've got some good tiles for the base layout, I think. But I'd like to get some feedback before I got too far with it.
I'm open to all criticism, so please be honest with your responses.
I'm going for roughly a SNES-style game.





I do love the results you have produced with all of this, but I'm a little apprehensive toward making too many of these changes. Granted, I'm not actually encoding all of this onto a SNES ROM, but I still want this to look like something accurate to the era. I've even been reducing everything to a 15-bit color depth. It doesn't really look like it, but that pillar uses the same palette as the wall behind it, and both of the wall sections in the second image are using the same palette as well.FrankenGraphics wrote: Changes include:
-Darkening the far background
-Hue shifting it to differentiate it from the solid foreground
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-Added shadows and highligts to the far background, mostly in relation to the solid foreground but also within and in relation to the pillar and the torch.
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-Hue shifted a few blocks in the walls to differentiate them
Oh that looks great. This is the color-picking stuff I never manage to pull of right. Whenever I try something like that it looks like crap.FrankenGraphics wrote: -Still after that, i colour replaced one of the red/browns in the same background portion with a purple to make that colour colder, and the whole texture more dynamic.
I love it! I'm definitely going to use that!FrankenGraphics wrote: -Made the greenish slime coming out of the pipe a little bit bolder/evident
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-embedded the sewage pipe on the right in a bit of circumfering purple to make it melt a bit better into the far background.
I see where you are going with this; I will try to work something like that in there.FrankenGraphics wrote: -Added some regrettably sloppy highlights to anything "metal" - the grate and the pipe. You get the idea - shiny objects, higher contrast, sharper/bolder boundaries between levels of light.
Oooh, I see it! Yeah, that's a great subtle effect! I've seen some SNES titles create this effect by changing the palette per scanline, so it doesn't actually increase the the palette the tiles are using. But I think what I'll do is incorporate that effect into the lighting layer I mentioned above, that will give me a little more control over how it looks.FrankenGraphics wrote: -Added gradiented attributes to the "deep" solid foreground, above and below. It is both hue shifted and darkened.
I'm hoping that would be more evident in the final game itself, but I will try to figure out what I can do to add to the "story" the environment tells. Good call.FrankenGraphics wrote: What i'm still missing is some detailing that tells the player something about this place. Who built this tunnel? What for? What is their culture? How was it used?
Could you do me a favor and point out exactly which tiles you think conflict artistically? I used some new tricks and methods for creating some of these tiles, and if this is something you are noticing I want to make sure that it isn't just these methods that are changing things.FrankenGraphics wrote: I might also want to even out the grainy-quality level detail between different textures so that they feel artisically more coherent. Some of them kind of come across as scaled photo-graphics unless worked with. I'd might even consider removing a colour or two out of the grainy detail. But you can go a long way just by balancing shadows and highlights.
Okay, if that is what you want. But for an actual SNES it might look a bit too much like a SNES game.Marscaleb wrote:I'm not actually encoding all of this onto a SNES ROM, but I still want this to look like something accurate to the era.
Oh yes, that was mostly the nature of me being sloppy layering shadows in rgb mode. I just counted and if i remove your character sprite, you're using 41 colours. My hackjob exploded that to 181. But here's the good news:And all these changes you've made have noticeably increased the number of colors in the palette, and I think how many colors are used in 8x8 tiles too.
This is a very pragmatic approach, i think. Just be aware that the big block in my mockup of your mockup is not gradiented, which i thought worked better... the gradients are only affecting the "dirt", so to speak. So i guess you may need either another foreground layer or an effect mask property for your level background objects if you want to reproduce that.But I think what I'll do is incorporate that effect into the lighting layer I mentioned above, that will give me a little more control over how it looks.
It's really late here but i'll try remembering getting back to it tomorrow!Could you do me a favor and point out exactly which tiles you think conflict artistically?
The 256 and greater resolutions were honestly a mistake on my end; I had some of the guides in my gimp file placed wrong at one point. Currently everything is set to be 240 pixels tall.nocash wrote: Another thing: When you say SNES like - what is your intended screen resolution? In this thread, and other threads, you have used 240, 256, and 288 pixel heights, which looks as if the resolution changes on the fly, or as you haven't cared about that topic yet (or originally didn't do so). And all those heights would be a bit too much for a NTSC SNES, unless you are planning to use vertical scrolling to view the whole picture. But then, in a vertically scrolled picture, I was wondering if it would be possible too "see the floor" in all situations.










