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Retro pixel art, take 2


Jeff
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> The trees look too flat and side-scroller-ey. You need to give them top-down perspective.

I'll think about it, but most of the old games, and even some new ones, that had fir trees had them like that.

[http://images.g4tv.com/rimg_606x0/ImageDb3/261280_l/final-fantasy-iv-the-complete-collection-screenshots.jpg](http://images.g4tv.com/rimg_606x0/ImageDb3/261280_l/final-fantasy-iv-the-complete-collection-screenshots.jpg)

[http://www.mobygames.com/images/i/38/25/167275.jpeg](http://www.mobygames.com/images/i/38/25/167275.jpeg)
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I'm not feelin' it.

Granted, the retro style is the style I'm least acquainted with, but this just doesn't strike me as anything special.

In retro games, trees are particularly useful for adding contrast and giving a sense of the boundaries. Your trees don't offer that, and their foliage is completely mismatched in value to the rest of the tileset. Try to have some continuity in the colors as well. If you're going the make the dirt that red, don't make the trees so blue. Hue needs to be consistent in order for it to come together as a whole.

Sorry if this comes off as harsh.
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![](http://i.imgur.com/2HkuC.png)

Made it kind of dark, changed the trees' foliage a bit, added shrubs….. the main thing that needs work now is the tree trunks. I also might try and fix up the grass>dirt transition a bit more. The dirt palette also might be edited slightly. Thoughts?
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> If you truly are aiming for "retro", I would suggest studying retro game colour palettes. As it stands, the line-art and zoom says retro, but the colours say modern.

Well, I'm not looking for NES era retro by any means. My main inspirations are [Final fantasy tactics](http://www.moogle.net/wp-content/uploads/2008/01/final-fantasy-tactics-the-war-of-the-lions-20070708081504429-000.jpg) and [dungeon dashers](http://www.dungeondashers.com/). They have full, modern palettes and antialiasing/modern pixel art techniques, and then they resize it. I love that style, and hope to replicate it.

Basically, I don't care about the retro factor. I just want it to look good.
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> I'm not feelin' it.
>
> Granted, the retro style is the style I'm least acquainted with, but this just doesn't strike me as anything special.
>
> In retro games, trees are particularly useful for adding contrast and giving a sense of the boundaries. Your trees don't offer that, and their foliage is completely mismatched in value to the rest of the tileset. Try to have some continuity in the colors as well. If you're going the make the dirt that red, don't make the trees so blue. Hue needs to be consistent in order for it to come together as a whole.
>
> Sorry if this comes off as harsh.

Come to think of it that makes sense.. Like in the old final fantasy the trees were more like large patches instead of individual sprites. unless they were to represent boundaries.

Also if your going for FF some of the tops few trees were visible. Correct me if I'm wrong but Pokemon is the same way.

In your map, in my opinion, I think if your that far away you should see the overview.

I do like your grass and the detail in everything though. It does remind me a bit of tactics.
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