[RMVX ACE] WORKING ON MAKING A CUSTOM TILESET FOR A GAME AND MAPPING
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So, I've had VX Ace for some time now, but I'm finally starting to really use it. I guess I just wanted some feedback on how the tileset/sprites/whatever look so far, as well as my mapping. Any advice, suggestions, or comments so far? Thanks in advance! :)
Just for future reference, we have a mapping thread here: https://rpgmaker.net/forums/topics/16862/
You can post maps there for feedback and the like.
I think it looks neato so far. I would recommend giving the trees some highlights at the very least since the fence has shading (it kinda sticks out a little). Also, maybe tone down the saturation of the dirt? The redness clashes a bit with the green.
I also recommend some long grass tiles (but hey, I'm known to be a lover of long grass ;p ).
Otherwise, the shaping itself is quite good. Great start!
You can post maps there for feedback and the like.
I think it looks neato so far. I would recommend giving the trees some highlights at the very least since the fence has shading (it kinda sticks out a little). Also, maybe tone down the saturation of the dirt? The redness clashes a bit with the green.
I also recommend some long grass tiles (but hey, I'm known to be a lover of long grass ;p ).
Otherwise, the shaping itself is quite good. Great start!
Well-- I think with 3 major focuses you can get forward.
1. Perspective - your perspective is all over the place at the moment. Trees, that hole on the ground and that left looking bunny are all from side-view perspective, while the bunny looking down, the fences and ground tiles are all top-down perspective. Try to get them consistent.
2. Shading - While you could say there are graphical style with minimal shading, such as Earthbound and the likes of that - I'd still suggest at least adding one more shade of color to each of your surfaces. With good shading you can make those side-view trees look like top-down trees - just to give more depth to your objects. Using pixels or points as shading, like you've used, is an interesting choice too, but you can be more bold with it.
3. Round things up - This is more of a personal opinion, but I really don't like the square design of tilesets in RPG Maker. If you can give more roundness to your dirt patches, it creates a more natural feel immediately.
Keep at it, there are already really good looking graphics there that show promise. That down looking bunny and those fences are good. Study some existing tilesets more and don't be too afraid to rip them off and mimic things to certain extent :)
1. Perspective - your perspective is all over the place at the moment. Trees, that hole on the ground and that left looking bunny are all from side-view perspective, while the bunny looking down, the fences and ground tiles are all top-down perspective. Try to get them consistent.
2. Shading - While you could say there are graphical style with minimal shading, such as Earthbound and the likes of that - I'd still suggest at least adding one more shade of color to each of your surfaces. With good shading you can make those side-view trees look like top-down trees - just to give more depth to your objects. Using pixels or points as shading, like you've used, is an interesting choice too, but you can be more bold with it.
3. Round things up - This is more of a personal opinion, but I really don't like the square design of tilesets in RPG Maker. If you can give more roundness to your dirt patches, it creates a more natural feel immediately.
Keep at it, there are already really good looking graphics there that show promise. That down looking bunny and those fences are good. Study some existing tilesets more and don't be too afraid to rip them off and mimic things to certain extent :)
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