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Going to work on some new tiles.


Dark Crusade
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**Update 3.**

Heres some more previews of the tileset. Currently working on store-specific tiles, such as anvils and furnaces for blacksmiths, cauldrons and vials for potion stores, and such. Also, I'm going to have a lot of tiles unique to each city and town, so they are easily distinquishable and 'feel' different. For example, only Helmsglade will have the tiled houses shown, the cobble stone and brick paths/walls. Still got lots more to do for this city, then I might move onto some outdoor areas before tackling the Helmsglade Castle.

![](http://www.freemmorpgmaker.com/files/imagehost/pics/858d50cc9a11dcf4740ea42c7e3512e9.png)

![](http://www.freemmorpgmaker.com/files/imagehost/pics/6f65a637cf72df216575a85a0dfdedb3.png)

**Update 2.**

Loads of more tiles to work on, got a nice list in front of me! Experimenting with the city walls at the moment, and also shadows! In the next preview expect to hopefully see mailboxes, fruit stalls, furnaces, fences, lamp posts, wagons, wells, buckets, more beds and stalls, anvils, and grass fringes!

I'd also love to hear your opinion on simple shadows for walls. Yes or no? I don't want to create shadows for everything, would be difficult and time consuming to design neat shadows for every object like rocks, plants and crates, and might look a bit messy. But what about just for walls as shown?

![](http://www.freemmorpgmaker.com/files/imagehost/pics/700c7cddbbefc3d1c2b4b1d7019c9c50.png)

**Update 1.**

Completed some new tiles, and made some updates on some old ones! Still got loads to do, and some revisions to make but It's starting to come along nicely. Next update I'll preview some different areas of the city.

![](http://www.freemmorpgmaker.com/files/imagehost/pics/986f81718b3ee791f28b9a95a751d348.png)

**Work In Progress**

Having some fun with my tilesets! Still got a lot more city-themed tiles to work on, since I'm lacking. Here's a rough preview anyway. Going to work on a heap of indoor and outdoor furniture and decorations now including signs, fences, wells, mailboxes, potplants, hatracks, lamposts, tables, rugs, buckets, sacks, and all that.

![](http://www.freemmorpgmaker.com/files/imagehost/pics/200c1ae5dd5648a51cb85aacfa2ac92a.png)
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> Everything looks good but the rocky ground looks tiled.

Why the ground is tiled! XD

I am going to revise the paths though, since the grid is pretty visible.

> I saved the image as a reference for how I want to do housing in my game. Amazing graphics style for retro games ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png)

Thanks, the only other game I've seen use this style was the Dragon Quest/Warrior series. I've never played the games but I've seen some screenshots and it gave me the idea.

And thanks to everyone else for the comments!
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> Looks amazing dude, as always. I agree though, you should totally put out a game, eclipse or not, with these tiles. I was looking forward to every single project in the past that you attempted to release. A finalized game would be epic.
>
> Good looks!

Thanks, means a lot to me. (; I'll do my best!
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Why are your colors always so subdued? For example, the yellowish plants, it is hard to pick them out completely from the cobblestone ground. Also your stone paths aren't tiled well (the horizontal line; if you want to do actual slabs that is fine but it otherwise looks relatively smooth except for the horizontal line that appears in regular intervals).

I like the general design of the houses, but the north facing roof slope shouldn't be drawn in that perspective; it makes the some walls look stunted and the roof uneven.

Grass is top notch, the dirt looks interesting although I don't see enough to have a full opinion on it; the interior floors are good and the detail objects are all nicely designed.
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> Also your stone paths aren't tiled well (the horizontal line; if you want to do actual slabs that is fine but it otherwise looks relatively smooth except for the horizontal line that appears in regular intervals).

> I am going to revise the paths though, since the grid is pretty visible.

Already fixed this, I'll update when I have lots more to show.

> Why are your colors always so subdued? For example, the yellowish plants, it is hard to pick them out completely from the cobblestone ground.

The yellow are flowers, only 3x3 big. The graphics would be viewed at least 200% their size, which might make some aspects and details are bit more obvious. Currently those flowers are on small patches of grass on the cobblestone, which is why they are subdued currently. In grassy areas, or when I have finished some garden beds (on my to-do list!) I assure you they'll look much better.

> Grass is top notch, the dirt looks interesting although I don't see enough to have a full opinion on it; the interior floors are good and the detail objects are all nicely designed.

Thanks! I'm quite fond of my sand and dirt tiles, I'm sure you'll see more soon.

The good news to me is that the little quirks you pointed out are all temporary due to work in progress. I'll show more soon, and have most things fixed up!

Oh, and the roof perspective is a style-choice. It's not showing the inside as transparent or giving across any other illusion. Instead It's a design choice which pretty much states that houses have no roof, these particular walls here are actually pentagon, making a reference and representation of old tile medieval buildings.
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Yeah it's fine as a style choice, but the perspective is inconsistant. It would look fine the same style but avoiding display of the north (or up) facing roof slope; the perspective would be consistant and the style remain the same.

With the plants it wasn't so much the yellow part, but it was the lack of contrast in the green part; the edges of the plant were not that distinct from the cobblestone ground; but if the graphics are gonna be zoomed in and blown up the subdued colors and contrast will probably be better.

The only problem is if there will be a finished playable game that doesn't get canned by some company! ![;)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/wink.png)
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> Yeah it's fine as a style choice, but the perspective is inconsistant. It would look fine the same style but avoiding display of the north (or up) facing roof slope; the perspective would be consistant and the style remain the same.
>
> With the plants it wasn't so much the yellow part, but it was the lack of contrast in the green part; the edges of the plant were not that distinct from the cobblestone ground; but if the graphics are gonna be zoomed in and blown up the subdued colors and contrast will probably be better.
>
> The only problem is if there will be a finished playable game that doesn't get canned by some company! ![;)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/wink.png)

You'll have to help me understand the perspective inconsistency, as I'm a little confused. I've attached a quick idea of what I see/developed. The pentagon represents the wall. As you can see, I pictured the perspective at a 90 degree angle from above, looking down. The roof part of the wall I pictured as slightly sloped for the tiles (less then 90 degrees). I pictured that the perspective (eye) would be able to see the wall, the front slope, and also the back slope.

Plants I just fixed! They now have new garden beds and pot-plants. I've also improved the outline. In my opinion they are much more distinguishable now. Working on some more tiles and a somewhat larger portion of the map, then I'll provide a new preview, and I'll zoom it in 200% as well.
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**Update 1.**

Completed some new tiles, and made some updates on some old ones! Still got loads to do, and some revisions to make but It's starting to come along nicely. Next update I'll preview some different areas of the city.

![](http://www.freemmorpgmaker.com/files/imagehost/pics/986f81718b3ee791f28b9a95a751d348.png)
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