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Race to the top.
  • Feldschlacht IV
  • Added: 07/13/2016 08:17 AM
  • Last updated: 04/16/2024 06:31 PM
  • 4237 views

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Pages: 1
Tau
RMN sex symbol
3293
I'm not sure why... But it looks empty to me? I can't explain it. Also that castle top or whatever stands out a bit.
Yeah agreed with Tau. The palette of the tiles seems a bit scattered, compared with your usual screens.
I wrestled with this for a bit; it's an actual dungeon and not a scene, so it's going to have enemy encounter NPCs and such. I've noticed that when a game has enemy sprites as opposed to random encounters, you pretty much have to have an appreciable amount of empty space, or the luxury of being able to avoid encounters is lost.

Also, the fort spires are supposed to be peppered throughout the map. It'll make sense once you explore it. Think of it less of a setpiece and more of just a piece of a larger map meant for exploration. The palette of the tree might change a bit for the final version though.
Add an autotile (dirt, long grass, pebbles) to break up the grass and add a bit of jumble to the periphery (where pathing isn't an issue) and you should be fine.

I really like the backdrop, but it doesn't seem like it's been scaled quite correctly. Seems stretched a bit?
Kaempfer
Add an autotile (dirt, long grass, pebbles) to break up the grass and add a bit of jumble to the periphery (where pathing isn't an issue) and you should be fine.


Yeah, there's a considerable difference between negative space and nothing. It doesn't need to just be a flat grass tile if you use colours and objects appropriately.
Pages: 1