THE SCREENSHOT TOPIC RETURNS

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Then I'd say to try putting the tolerance up to a point where it starts to also select parts of the character, and then move the tolerance back one point at a time (which might be a little tedious) until it is just about hugging the outline. If you're only left with a couple white pixels you could always manually erase/delete them.

Yup, I did that, too. Some tiny details might be missing, but the white layer is harder to notice. That was as far as I could get.

You could actually use all 8 bits of the alpha channel, instead of acting like there's a key color, and blend out to clear on the edges.

I have no idea...

Maybe I 'll just put it in a white box, it would look even better than having a white layer around. :P
Tau
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3293
@Itaju - I love everything except the color of the roofs. I can see what you're going for but maybe just a bit darker?


Those trees on the side were a bitch to make.

Edit - This always happens, it looks fine until I post it and find an error on the right.
Eh? But they look like the ones from Terranigma. Or did you mean placing them correctly? (I'm confused >.<) That said, it's okay, but maybe a tree on the actual upper layer might be nice. Depends what the area is for though.
author=Liberty
Eh? But they look like the ones from Terranigma.


Correct. I recognize the trees, grass, and dirt from Terranigma. The cliffs and some of the flora and rocks are Seiken Densetsu 3. So, yeah, I have no idea what makes those trees a bitch to make. Select tile, place tile.
author=Jude
author=Liberty
Eh? But they look like the ones from Terranigma.
Correct. I recognize the trees, grass, and dirt from Terranigma. The cliffs and some of the flora and rocks are Seiken Densetsu 3. So, yeah, I have no idea what makes those trees a bitch to make. Select tile, place tile.


I think the tree is upper layer. So if you want to place two trees on top of each other you have to work with events.
Tau
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3293
No I meant the placement, of course I didn't make them. Hey y'know there is more to the map then what's in said screenshot, overlapping them without having standout errors was time consuming. Itaju is right, a lot of events, about 70 just for the trees.
Craze
why would i heal when i could equip a morningstar
15170
Itaju: I agree with Tau about the brightness of the roofs; they're distracting. Looks nice in general, though. I like the gravel around the stream. =3
I agree with the above. Maybe reduce the saturation a tad as well.
Maybe make the spider webs transparent or something? I feel like they stick out too much.


This is one of several test maps from my game. This shot in particular was made to get an general feel of my interiors whilst I sprite the rest out for consistency. What you can't see though is the slight grain effect that accompanies the gameplay,which is admittedly a hard act to balance as I don't want it to be too be too distracting nor not noticeable. Oh snap! Just noticed that I misspelled bible! :@
Looks good Starskip. I would take a look at a few things though.



Red = Depressions in the wall aren't really blending well. You can either adjust the claw marks, holes, etc... Adjust the wall or both.

I don't if your game is a horror game or not but many of these types of maps have bland palettes / pillow shading pixel art so the "gore" details like blood on the wall and cracks are hardly noticeable.

Yellow = I understand that you're trying to add some variations so the floorboard doesn't look flat. If you're going to keep those pieces then I suggest you vary the locations. Looks a bit weird either way, I would just add another shade or texture to the floor and just remove the yellow marked pieces. Whatever you do don't make floor tiles too busy.

White = Heh, the palette of the tile and the sprite are far too similar. I would definitely look into adding some new colors if I were you. The window for example needs a lot of work.

I marked the hair but I would beef up the the sprite and make it look more distinguished as well. There are various way you can do that. You can either apply a hard dark outline to areas on the sprite or you can select a color and define the sprite using a dark shade of whatever color you select. You may also add a shadow to the sprite below his feet, under his hair, arms, etc. This gives definition to the sprite and it'll make it pop.

Rest of the map looks fine and I actually like the sprite's anatomy. Would be cool to see it in motion ^.^

Wow thanks for the detailed feedback Ghost! I was going to rework the cracks and floorboards at a later date, but you did touch on some things that I never thought about, e,g making the sprite more distinguished because now that you have mentioned it I can't unsee it :<


been working on some future graphics. All made with parallax and pictures, no tilesets are used at all. it looks a little smoother in game
I think this is probably your best stuff yet. I like how this is just a "test". Your other tiles, though unique is more comparable to EB. You kept the style and made it better.

Hope you take this somewhere as I like the setting a lot. There's a lot of attention to detail which makes this really cool and atmospheric.

P.S: Your EB fangame has a polished battle system :S.

P.P.S: Lol saw FF6 Cid in yo cityy
Dookie, fantastic. The best futuristic mapping I have seen this entire year. I like your style and technique.
Dookie, I cannot begin to even fathom how much time went into that map! It looks nothing short of awesome.
@Starskipping: I love your map, the spriting is done well, but the main character sprite just looks wrong. I LOL so hard when you said you misspelled the "Bibe"...
Tau
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3293
@Dookie - God damn that's amazing. I'm really curious about your game now.


WIP, faces will probably change.