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Updated Tiles.


azkanan
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It's still a bit buggy, and it desperately needs flora/detail tiles, but here's my basic elevation set. Thoughts?

>! ![](http://puu.sh/30Voa.png)

>! ![](http://puu.sh/30W2u.png)

>! ![](http://puu.sh/310V4.png)
>! Fixed Head:
![](http://puu.sh/3138r.png)

>! ![](http://puu.sh/31ssO.png)

>! ![](http://puu.sh/31vfg.png)

>! ![](http://puu.sh/31MSn.png)
>! ![](http://puu.sh/31MU8.png)![](http://puu.sh/31MUw.png)![](http://puu.sh/31NaV.png)![](http://puu.sh/31NvK.png)

>! ![](http://s21.postimg.org/l0thmr7fr/scene.png)
>! ![](http://puu.sh/31FJw.png)
>! ![](http://puu.sh/32bOY.png)
>! ![](http://puu.sh/32cds.png)

>! ![](http://puu.sh/32dTA.png)

>! ![](http://puu.sh/32gGU.png)

>! ![](http://puu.sh/366Wt.png)

>! ![](http://puu.sh/395S0.png)![](http://puu.sh/395Vo.png)

>! So here are some creatures I've made today - they're all capable of being randomly generated in physical shape and form.
>!  
>! ![](http://puu.sh/3biYf.png)
>!  
>! I have one more "size" up to make which is smaller than the dragon, but larger than the others. I then need to expand on the current options for my current largest creatures (Beside the dragon), then of course, to animate and shade them.
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They are incredibly flat my friend. I have no idea how you managed to do it, but somehow you made cliffs look like fences and water like… well I have no idea what. It all desperately needs depth and transition between types of terrain. There should be some other transition between grass/dirt, sand/sea... not just "here's this, and now there's something different"

![](http://www.freemmorpgmaker.com/uploadfiles/81ead837628bf297d41fffb2ce699043.png)
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These look pretty good. I have to agree that the water and ground look a little busy. Sharp highlights look great on tiles you use only a few of, but for a ground-cover it can be a bit much. I'd really like the grass were it not for the bright spot in the center of every tile. It accentuates the fact that they are tiles.

The head looks much better, but I don't know anyone with a flat face. Maybe move a couple pixels over in the centre, or one back near the eye socket?
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> These look pretty good. I have to agree that the water and ground look a little busy. Sharp highlights look great on tiles you use only a few of, but for a ground-cover it can be a bit much. I'd really like the grass were it not for the bright spot in the center of every tile. It accentuates the fact that they are tiles.
>
> The head looks much better, but I don't know anyone with a flat face. Maybe move a couple pixels over in the centre, or one back near the eye socket?

I can achieve the nose by lightening the outline at the nose position. Putting out an entire pixel or two screws it up. ![:(](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/sad.png)
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Fir trees?

![](http://puu.sh/31ssO.png)

So, I just found the "Terrain Tool" in Tiled…

![](http://puu.sh/31sYT.png)

Calmed down the water reflection;

![](http://puu.sh/31tnG.png)

Some reeds later..

![](http://puu.sh/31tZ0.png)
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> The passes look more like vertical climbs rather than cut-throughs. Try a shallower perspective and shading from the back.

How would you suggest I go about doing that? I do see what you mean though;

![](http://puu.sh/328te.png)
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> Increase contrast between the borders and the pathway should fix your problem I believe.

Which borders? Which pathway?

Also, a little village (with no artificial objects beside the bridge, path and buildings);

![](http://puu.sh/32dTA.png)
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