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Re: WIP Graphics Showcase III
Posted: Thu May 02, 2019 11:50 am
by PopYoshi
Eri7 wrote: ↑Thu May 02, 2019 11:45 am
PopYoshi wrote: ↑Thu May 02, 2019 11:43 am
By shading you mean illumination or actual shading? (And about the pattern, I'm barely starting, I'll add more variations to make it more natural
I mean like the left side is lighter and the right side is darker for example.
Hmmm, you have a point. There I go!
Re: WIP Graphics Showcase III
Posted: Thu May 02, 2019 12:48 pm
by Emral
PopYoshi wrote: ↑Thu May 02, 2019 11:50 am
Eri7 wrote: ↑Thu May 02, 2019 11:45 am
PopYoshi wrote: ↑Thu May 02, 2019 11:43 am
By shading you mean illumination or actual shading? (And about the pattern, I'm barely starting, I'll add more variations to make it more natural
I mean like the left side is lighter and the right side is darker for example.
Hmmm, you have a point. There I go!
His point sucks, here's why.
Enjl wrote: ↑Sun Apr 21, 2019 9:04 am
Taycamgame wrote: ↑Sun Apr 21, 2019 8:11 am
One of the main troubles i have is with fill tiles. For example, one of my tilesets has a fill tile which is really basic:
this was meant to be a grassland but turned into something looking like a cookie?: show 
Looking back at this, it's also clear that the shading on the slopes is incorrect, any suggestions on how to handle slopes?
When i look at tilesets made by other people, the fill is almost always really detailed (such as the gem blocks Natsu showed, and the one at the top of the checkerboard banner thing Enjl showed)
I'm willing to put the effort in to practice spriting, but i wonder, how long it took you guys to get to the level you are at now?
I've been at it since 2012, lord help me.
What you have here is a good start, but I don't recommend directional shading for tilesets personally... Either "top-center" or "inward" is what you really want because of how unpredictable the tileset placement can be. Let me show you:

I personally prefer inward shading because it reduces the amount of junk tiles I need to create for blends of different shades. You can see with top-center that the transition from top- to bottom slopes wouldn't be clean, and that with your approach you would even have issues with some slope-to-same-slope setups.
One VERY important thing to consider is how the tileset appears in 3D. I've added some bold shadow areas to the interior dirt section in my sketches that would show roughly how the outer ring would generally shade the fill with each method.
Also, just for the heck of it I recoloured the dark sizeable at the very bottom. Reason for this was to show you that you can stay in-palette when creating darker objects for your tileset. The light brown on the dark block is now the dark brown on the light block, same for the greens.
Basic fills are nice. You generally want fill tiles in which the pattern isn't too obvious. They should be fairly uniform so that you don't start seeing weird made-up shading patterns out of the corner of your eye (i.e. if you're making rock fills it's usually a good idea to make all the rocks similar to have none stand out). What you have is about as safe as one can be.
Make sure to research color theory and play around with it in order to create more appealing palettes, too.
e:
slorp chlorophyll
Re: WIP Graphics Showcase III
Posted: Thu May 02, 2019 8:13 pm
by PopYoshi
It keeps growing!
Added in 26 minutes 39 seconds:
Enjl wrote: ↑Thu May 02, 2019 12:48 pm
PopYoshi wrote: ↑Thu May 02, 2019 11:50 am
Eri7 wrote: ↑Thu May 02, 2019 11:45 am
I mean like the left side is lighter and the right side is darker for example.
Hmmm, you have a point. There I go!
His point sucks, here's why.
Enjl wrote: ↑Sun Apr 21, 2019 9:04 am
Taycamgame wrote: ↑Sun Apr 21, 2019 8:11 am
One of the main troubles i have is with fill tiles. For example, one of my tilesets has a fill tile which is really basic:
this was meant to be a grassland but turned into something looking like a cookie?: show 
Looking back at this, it's also clear that the shading on the slopes is incorrect, any suggestions on how to handle slopes?
When i look at tilesets made by other people, the fill is almost always really detailed (such as the gem blocks Natsu showed, and the one at the top of the checkerboard banner thing Enjl showed)
I'm willing to put the effort in to practice spriting, but i wonder, how long it took you guys to get to the level you are at now?
I've been at it since 2012, lord help me.
What you have here is a good start, but I don't recommend directional shading for tilesets personally... Either "top-center" or "inward" is what you really want because of how unpredictable the tileset placement can be. Let me show you:

I personally prefer inward shading because it reduces the amount of junk tiles I need to create for blends of different shades. You can see with top-center that the transition from top- to bottom slopes wouldn't be clean, and that with your approach you would even have issues with some slope-to-same-slope setups.
One VERY important thing to consider is how the tileset appears in 3D. I've added some bold shadow areas to the interior dirt section in my sketches that would show roughly how the outer ring would generally shade the fill with each method.
Also, just for the heck of it I recoloured the dark sizeable at the very bottom. Reason for this was to show you that you can stay in-palette when creating darker objects for your tileset. The light brown on the dark block is now the dark brown on the light block, same for the greens.
Basic fills are nice. You generally want fill tiles in which the pattern isn't too obvious. They should be fairly uniform so that you don't start seeing weird made-up shading patterns out of the corner of your eye (i.e. if you're making rock fills it's usually a good idea to make all the rocks similar to have none stand out). What you have is about as safe as one can be.
Make sure to research color theory and play around with it in order to create more appealing palettes, too.
e:
slorp chlorophyll
You don't have to worry about me. I know what I do, at least that's what I think, I don't shaded too much because I know how unpredictable tileset placement can be, I experienced it with my first non-experimental tileset with the stone part and I had to remake the whole stone tiles from the tileset (the Custom SMB3 Grassland)
That's why I just shaded the borders, I tried different placements in PGE and works perfectly
Re: WIP Graphics Showcase III
Posted: Fri May 03, 2019 8:25 am
by Emral
The cave tileset literally just looks like it's all black. If you allow me to increase the contrast a little so the tileset becomes more visible...
Re: WIP Graphics Showcase III
Posted: Fri May 03, 2019 1:08 pm
by PopYoshi
Enjl wrote: ↑Fri May 03, 2019 8:25 am
The cave tileset literally just looks like it's all black. If you allow me to increase the contrast a little so the tileset becomes more visible...
GOD YES!
Thanks for making what I was about to do
I had to force my eyes to make the details more visible because it was pretty dark unless I had the entire screen with the maximum brightness
Re: WIP Graphics Showcase III
Posted: Fri May 03, 2019 5:09 pm
by KBorg64
Enjl's version is greatly superior, glad you plan on using that version. It shows the details in your tileset much better. I must say, I can't wait for the finished product!
Re: WIP Graphics Showcase III
Posted: Fri May 03, 2019 5:55 pm
by Emral
64searchman46 wrote: ↑Fri May 03, 2019 5:09 pm
Enjl's version is greatly superior, glad you plan on using that version. It shows the details in your tileset much better. I must say, I can't wait for the finished product!
I didn't do anything! I just clicked this button and moved some sliders.

Re: WIP Graphics Showcase III
Posted: Fri May 03, 2019 5:57 pm
by KBorg64
Enjl wrote: ↑Fri May 03, 2019 5:55 pm
64searchman46 wrote: ↑Fri May 03, 2019 5:09 pm
Enjl's version is greatly superior, glad you plan on using that version. It shows the details in your tileset much better. I must say, I can't wait for the finished product!
I didn't do anything! I just clicked this button and moved some sliders.
I know it wasn't much, but that simple edit greatly improved the tileset.
Re: WIP Graphics Showcase III
Posted: Fri May 03, 2019 6:26 pm
by PopYoshi
Still I'm gonna keep some of the darkness in the tiles, the level where I'm going to use it is dark
Re: WIP Graphics Showcase III
Posted: Fri May 03, 2019 6:41 pm
by KBorg64
PopYoshi wrote: ↑Fri May 03, 2019 6:26 pm
Still I'm gonna keep some of the darkness in the tiles, the level where I'm going to use it is dark
Perhaps you could make 2 versions of the tileset? One light and another dark.
Re: WIP Graphics Showcase III
Posted: Fri May 03, 2019 6:50 pm
by Emral
64searchman46 wrote: ↑Fri May 03, 2019 6:41 pm
PopYoshi wrote: ↑Fri May 03, 2019 6:26 pm
Still I'm gonna keep some of the darkness in the tiles, the level where I'm going to use it is dark
Perhaps you could make 2 versions of the tileset? One light and another dark.
Or just add a semitransparent black overlay over the level...
Re: WIP Graphics Showcase III
Posted: Fri May 03, 2019 6:51 pm
by KBorg64
Enjl wrote: ↑Fri May 03, 2019 6:50 pm
64searchman46 wrote: ↑Fri May 03, 2019 6:41 pm
PopYoshi wrote: ↑Fri May 03, 2019 6:26 pm
Still I'm gonna keep some of the darkness in the tiles, the level where I'm going to use it is dark
Perhaps you could make 2 versions of the tileset? One light and another dark.
Or just add a semitransparent black overlay over the level...
That's also possible.
Re: WIP Graphics Showcase III
Posted: Fri May 03, 2019 7:05 pm
by PopYoshi
64searchman46 wrote: ↑Fri May 03, 2019 6:51 pm
Enjl wrote: ↑Fri May 03, 2019 6:50 pm
64searchman46 wrote: ↑Fri May 03, 2019 6:41 pm
Perhaps you could make 2 versions of the tileset? One light and another dark.
Or just add a semitransparent black overlay over the level...
That's also possible.
Give me an example. The cave tileset must fit with the overworld tileset
Re: WIP Graphics Showcase III
Posted: Fri May 03, 2019 7:10 pm
by Emral
Graphics.drawScreen{color=Color.black .. 0.1} on the maglx3 build.
Re: WIP Graphics Showcase III
Posted: Fri May 03, 2019 7:20 pm
by PopYoshi
Enjl wrote: ↑Fri May 03, 2019 7:10 pm
Graphics.drawScreen{color=Color.black .. 0.1} on the maglx3 build.
...... derp
Sorry I didn't get it
Re: WIP Graphics Showcase III
Posted: Fri May 03, 2019 7:24 pm
by Emral
PopYoshi wrote: ↑Fri May 03, 2019 7:20 pm
Enjl wrote: ↑Fri May 03, 2019 7:10 pm
Graphics.drawScreen{color=Color.black .. 0.1} on the maglx3 build.
...... 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
Re: WIP Graphics Showcase III
Posted: Fri May 03, 2019 8:28 pm
by KBorg64
Enjl wrote: ↑Fri May 03, 2019 7:24 pm
also yknow how sometimes you really gotta get some of that sweet chlorophyll? yeah same
Looks great! Now I gotta find my chlorophyll...
Re: WIP Graphics Showcase III
Posted: Sat May 04, 2019 3:12 am
by PROX
Enjl wrote: ↑Fri May 03, 2019 7:24 pm
PopYoshi wrote: ↑Fri May 03, 2019 7:20 pm
Enjl wrote: ↑Fri May 03, 2019 7:10 pm
Graphics.drawScreen{color=Color.black .. 0.1} on the maglx3 build.
...... 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
make a plant npc and then we'll talk about chlorophyll xD. Anyway I'm really liking what I'm seeing. Still not sold on the blue rammerhead's dark blue, but I'll do my own tweaks when this is eventually released.
Re: WIP Graphics Showcase III
Posted: Sat May 04, 2019 7:20 am
by PopYoshi
Enjl wrote: ↑Fri May 03, 2019 7:24 pm
PopYoshi wrote: ↑Fri May 03, 2019 7:20 pm
Enjl wrote: ↑Fri May 03, 2019 7:10 pm
Graphics.drawScreen{color=Color.black .. 0.1} on the maglx3 build.
...... 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
Re: WIP Graphics Showcase III
Posted: Sat May 04, 2019 2:02 pm
by Eri7
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
This looks amazing, PopYoshi, i think you have become an inspiration for me to do sprites again, update my gfx pack and improve because of seeing your progress!