Share anything artistic that you've made, like short stories, drawings, and music.
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PopYoshi
- Charged Spiny

- Posts: 1808
- Joined: Sat Jun 07, 2014 12:48 pm
Postby PopYoshi » Sat May 04, 2019 2:27 pm
I guess some people's starting to respect me  ohwell
I guess drawing teachs you one thing or two, or maybe it's natural. But it's not hard unless you're making NPC graphics
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Taycamgame
- Gold Yoshi Egg

- Posts: 1483
- Joined: Mon Jun 19, 2017 11:35 am
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Contact:
Postby Taycamgame » Sat May 04, 2019 2:28 pm
PopYoshi wrote: ↑Sat May 04, 2019 1:58 pm
Enjl wrote: ↑Fri May 03, 2019 7:24 pm
PopYoshi wrote: ↑Fri May 03, 2019 7:20 pm
...... derp
Sorry I didn't get it
That line of code draws a semitransparent black overlay over the screen.
also yknow how sometimes you really gotta get some of that sweet chlorophyll? yeah same
Well, I was about to make the overworld tiles...
Chlorophyll tileset. Coming soon with extra plants and NPCs
Added in 6 hours 37 minutes 29 seconds:
I can officially say that the first part of the tileset is finished. Now heading to the second part (I'll add extra tiles to the cave part later, like more rock variations and plain tiles for the pipes)
Next part: Overworld Cave
And before someone comes to tell me that the details aren't noticeable because it's dark, this is how it looks ingame
I too thought it was rather dark. But in-game it looks perfectly fine. I do suggest getting a better background though, also that bridge seems to cut into the ground, is this intended? Just looks a little off to me, but other than that, I'd say you have a pretty decent tileset here.
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PopYoshi
- Charged Spiny

- Posts: 1808
- Joined: Sat Jun 07, 2014 12:48 pm
Postby PopYoshi » Sat May 04, 2019 2:37 pm
Taycamgame wrote: ↑Sat May 04, 2019 2:28 pm
PopYoshi wrote: ↑Sat May 04, 2019 1:58 pm
Enjl wrote: ↑Fri May 03, 2019 7:24 pm
That line of code draws a semitransparent black overlay over the screen.
also yknow how sometimes you really gotta get some of that sweet chlorophyll? yeah same
Well, I was about to make the overworld tiles...
Chlorophyll tileset. Coming soon with extra plants and NPCs
Added in 6 hours 37 minutes 29 seconds:
I can officially say that the first part of the tileset is finished. Now heading to the second part (I'll add extra tiles to the cave part later, like more rock variations and plain tiles for the pipes)
Next part: Overworld Cave
And before someone comes to tell me that the details aren't noticeable because it's dark, this is how it looks ingame
I too thought it was rather dark. But in-game it looks perfectly fine. I do suggest getting a better background though, also that bridge seems to cut into the ground, is this intended? Just looks a little off to me, but other than that, I'd say you have a pretty decent tileset here.
The bridge was made like that
Talking about the background: I will make my own background (or I'll try) to fit with the cave, the overworld cave won't come with a background, just the underground
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CodeX
- Bot

- Posts: 50
- Joined: Sat Mar 09, 2019 12:01 am
- Flair: . . .
Postby CodeX » Wed May 08, 2019 10:32 am
I don't know about this one.
Feedback needed.

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Emral
- Cute Yoshi Egg

- Posts: 9890
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Wed May 08, 2019 10:45 am
CodeX wrote: ↑Wed May 08, 2019 10:32 am
I don't know about this one.
Feedback needed.
I see what you're going for, but there's a few things off:
-Back elements like the back foot and back ear seem to be bigger than their foreground counterparts
-The ears seem to be merged in a sense? It is easily interpretable as a weird hairstyle, hah.
-He looks a bit depressed, lift his spirit a little
-I recommend making stuff further in the back of a sprite darker to emphasize their distance
Now, don't get to work on all of these right away, cause I wanna show you a little bit of a cheat when it comes to a sprite's personality:
Even though people wouldn't actually stand or walk like that, many sprites in videogames are drawn in 3/4 view to get more personality out of their expressions. That view lets you see both eyes of the sprite, and gives a better look at the 3-dimensionality of the sprite. Notice mario's jump above the bun for comparison and how even this little sketch already looks much more lively.
Here's a more professional example of how the result might look like for a rabbit-like creature: (game: drawn to life)
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CodeX
- Bot

- Posts: 50
- Joined: Sat Mar 09, 2019 12:01 am
- Flair: . . .
Postby CodeX » Wed May 08, 2019 11:10 am
Enjl wrote: ↑Wed May 08, 2019 10:45 am
CodeX wrote: ↑Wed May 08, 2019 10:32 am
I don't know about this one.
Feedback needed.
I see what you're going for, but there's a few things off:
-Back elements like the back foot and back ear seem to be bigger than their foreground counterparts
-The ears seem to be merged in a sense? It is easily interpretable as a weird hairstyle, hah.
-I recommend making stuff further in the back of a sprite darker to emphasize their distance
Now, don't get to work on all of these right away, cause I wanna show you a little bit of a cheat when it comes to a sprite's personality:
Even though people wouldn't actually stand or walk like that, many sprites in videogames are drawn in 3/4 view to get more personality out of their expressions. That view lets you see both eyes of the sprite, and gives a better look at the 3-dimensionality of the sprite. Notice mario's jump above the bun for comparison and how even this little sketch already looks much more lively.
Here's a more professional example of how the result might look like for a rabbit-like creature: (game: drawn to life)

Updated it a bit
And what im trying to make is Mips and he looks pretty sad in the original

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Eri7
- Banned
- Posts: 1770
- Joined: Sat Jan 28, 2017 4:48 pm
- Flair: Good Foundation allows for strong Execution
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Contact:
Postby Eri7 » Wed May 08, 2019 12:59 pm
CodeX wrote: ↑Wed May 08, 2019 11:10 am
Enjl wrote: ↑Wed May 08, 2019 10:45 am
CodeX wrote: ↑Wed May 08, 2019 10:32 am
I don't know about this one.
Feedback needed.
I see what you're going for, but there's a few things off:
-Back elements like the back foot and back ear seem to be bigger than their foreground counterparts
-The ears seem to be merged in a sense? It is easily interpretable as a weird hairstyle, hah.
-I recommend making stuff further in the back of a sprite darker to emphasize their distance
Now, don't get to work on all of these right away, cause I wanna show you a little bit of a cheat when it comes to a sprite's personality:
Even though people wouldn't actually stand or walk like that, many sprites in videogames are drawn in 3/4 view to get more personality out of their expressions. That view lets you see both eyes of the sprite, and gives a better look at the 3-dimensionality of the sprite. Notice mario's jump above the bun for comparison and how even this little sketch already looks much more lively.
Here's a more professional example of how the result might look like for a rabbit-like creature: (game: drawn to life)

Updated it a bit
And what im trying to make is Mips and he looks pretty sad in the original
Maybe you can improve the ears? They seem way too straight and it seems a bit weird imo.
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CodeX
- Bot

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Postby CodeX » Wed May 08, 2019 1:54 pm
Eri7 wrote: ↑Wed May 08, 2019 12:59 pm
Maybe you can improve the ears? They seem way too straight and it seems a bit weird imo.
Tried redoing his ears and now he doesn't even look like Mips so I gave him a recolor.

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Eri7
- Banned
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- Joined: Sat Jan 28, 2017 4:48 pm
- Flair: Good Foundation allows for strong Execution
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Postby Eri7 » Wed May 08, 2019 2:07 pm
CodeX wrote: ↑Wed May 08, 2019 1:54 pm
Eri7 wrote: ↑Wed May 08, 2019 12:59 pm
Maybe you can improve the ears? They seem way too straight and it seems a bit weird imo.
Tried redoing his ears and now he doesn't even look like Mips so I gave him a recolor.
Wow, he looks way better than before. Are you planning to add running/jumping animation?
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CodeX
- Bot

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Postby CodeX » Wed May 08, 2019 2:25 pm
Eri7 wrote: ↑Wed May 08, 2019 2:07 pm
CodeX wrote: ↑Wed May 08, 2019 1:54 pm
Eri7 wrote: ↑Wed May 08, 2019 12:59 pm
Maybe you can improve the ears? They seem way too straight and it seems a bit weird imo.
Tried redoing his ears and now he doesn't even look like Mips so I gave him a recolor.
Wow, he looks way better than before. Are you planning to add running/jumping animation?
I don't know why I wouldn't.

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Eri7
- Banned
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Postby Eri7 » Wed May 08, 2019 2:50 pm
CodeX wrote: ↑Wed May 08, 2019 2:25 pm
Eri7 wrote: ↑Wed May 08, 2019 2:07 pm
CodeX wrote: ↑Wed May 08, 2019 1:54 pm
Tried redoing his ears and now he doesn't even look like Mips so I gave him a recolor.
Wow, he looks way better than before. Are you planning to add running/jumping animation?
I don't know why I wouldn't.
Hmm, the legs look a bit too blocky imo.
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PROX
- Van De Graf

- Posts: 1974
- Joined: Sun Jul 06, 2014 8:50 pm
Postby PROX » Thu May 09, 2019 7:11 am
PopYoshi wrote: ↑Sat May 04, 2019 1:58 pm
Enjl wrote: ↑Fri May 03, 2019 7:24 pm
PopYoshi wrote: ↑Fri May 03, 2019 7:20 pm
...... derp
Sorry I didn't get it
That line of code draws a semitransparent black overlay over the screen.
also yknow how sometimes you really gotta get some of that sweet chlorophyll? yeah same
Well, I was about to make the overworld tiles...
Chlorophyll tileset. Coming soon with extra plants and NPCs
Added in 6 hours 37 minutes 29 seconds:
I can officially say that the first part of the tileset is finished. Now heading to the second part (I'll add extra tiles to the cave part later, like more rock variations and plain tiles for the pipes)
Next part: Overworld Cave
And before someone comes to tell me that the details aren't noticeable because it's dark, this is how it looks ingame
it's still too dark. Idk why you didn't stick with the changes enjl made. It made the tileset look a lot better.
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Emral
- Cute Yoshi Egg

- Posts: 9890
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Thu May 09, 2019 10:49 am
To add to what Prox said: Sizeable tile trick: Make the walkable area of the sizeable lighter than the rest (read: same palette as the regular tileset) to make it easier to tell that you can stand on it.
Example:

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Emral
- Cute Yoshi Egg

- Posts: 9890
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Sat May 18, 2019 6:30 pm

20 points to the first accurate source guess
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PopYoshi
- Charged Spiny

- Posts: 1808
- Joined: Sat Jun 07, 2014 12:48 pm
Postby PopYoshi » Sat May 18, 2019 7:32 pm
Enjl wrote: ↑Sat May 18, 2019 6:30 pm

20 points to the first accurate source guess
idk
But I'd like to take advantage of this moment to say that... I don't know if it's for the quality of the image but some outline pixels seem to be larger than others
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KBorg64
- Snifit

- Posts: 214
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Postby KBorg64 » Sat May 18, 2019 8:17 pm
Enjl wrote: ↑Sat May 18, 2019 6:30 pm

20 points to the first accurate source guess
Idk the source, but it reminds me of the green, SMB3 background tile from the battle games. Overall it looks great, and as PopYoshi said, some of the outlines (mainly the slopes) look bigger than others.
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PopYoshi
- Charged Spiny

- Posts: 1808
- Joined: Sat Jun 07, 2014 12:48 pm
Postby PopYoshi » Sat May 18, 2019 8:25 pm
Maybe it's because he edited the image to make a close up and some parts were altered (which would be weird, because if that's what he did then all the pixels should be from the same size)
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Emral
- Cute Yoshi Egg

- Posts: 9890
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Postby Emral » Sat May 18, 2019 9:21 pm
Yeah cause the fact that each tile is 43x43 pixels rather than 16x16 pixels isn't a dead giveaway for the fact that the image is zoomed in at an odd ratio.
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Taycamgame
- Gold Yoshi Egg

- Posts: 1483
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Postby Taycamgame » Sun May 19, 2019 7:40 am
What is that tileset meant to be, btw?
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PopYoshi
- Charged Spiny

- Posts: 1808
- Joined: Sat Jun 07, 2014 12:48 pm
Postby PopYoshi » Sun May 19, 2019 8:14 am
I bet it's a house! ...... I want to believe
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