Topic:   New Sprites   (Read 15372 times)


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Silverwind


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New Sprites
« on: June 09, 2010, 01:38:25 PM »
I finally got around to polishing an unfinished mountain texture, but now I'm not sure if I prefer it over the previous texture (left):



The previous one definitely needs a fourth shade if I go with it, and possibly a reconstruction of the larger stones to make them less round, but it'd be allot of work. The new one just looks a little... indistinct to me.

EDIT:

I also fixed the grass. It's way easier on the eye now having taken Hammy's advice to increase the apparentness of the highlight. ;)
« Last Edit: June 09, 2010, 02:22:59 PM by Silverwind »
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Connors


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Re: New Sprites
« Reply #1 on: June 09, 2010, 02:45:52 PM »
Indistinct is not a bad way to describe it. Perhaps if you made sprites that allow one side to be darker, so the mountain looks bigger. OR see how Gan is doing with the lighting system idea. Or if you wind up updating the original the texture on the right doesn't have to go to waste, it makes great gravel/rocky terrain.
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Silverwind


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Re: New Sprites
« Reply #2 on: June 09, 2010, 03:10:35 PM »
Yeah, I reckon I won't get away without side specific shading after all. The idea was to apply the texture to the mountain tile shapes, immensely reducing the workload for each individual tile. The deterioration of quality might be too much though...
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EqwanoX


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Re: New Sprites
« Reply #3 on: June 09, 2010, 03:24:57 PM »
the new texture would make a good ground tile for the mountain cave, the old texture doesnt need anything

Connors


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Re: New Sprites
« Reply #4 on: June 09, 2010, 04:30:05 PM »
Sounds good to me.  :) >:( :D ;) :o 8) ::) ??? :-[ :P :-X :'( :-* :-/
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Silverwind


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Re: New Sprites
« Reply #5 on: June 09, 2010, 08:25:35 PM »
Wow, I just made an awesome tree sprite from scratch in less than an hour:



It usually takes me several days to be satisfied with a new sprite, but that tree is absolutely beautiful! I didn't even use a reference image, I just started drawing at the base and by the time I got to shading it was already looking professional.

EDIT:

The top clump is bushy whereas the other clumps are sharp, but other than that I can't see anything to fix.
« Last Edit: June 09, 2010, 08:29:51 PM by Silverwind »
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EqwanoX


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Re: New Sprites
« Reply #6 on: June 09, 2010, 08:46:21 PM »
woah, holy sh*t thats looks like its from a commercial game  :o youve gotten real good at pixel work over that past year or two.

Silverwind


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Re: New Sprites
« Reply #7 on: June 09, 2010, 08:56:38 PM »
Thank ye kindly, though I must say I'm absolutely stunned myself. It's way beyond my regular caliber, and I reckon I'll be hard pressed to make the other tiles on par with it.

Anyways, here's a fixed version:



I'll try a bushy one tomorrow.
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Teruri


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Re: New Sprites
« Reply #8 on: June 10, 2010, 06:58:30 AM »
Wow! That's very impressive!
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GMG Hendo


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Re: New Sprites
« Reply #9 on: June 10, 2010, 09:58:09 AM »
whoa awesome tree :D

Silverwind


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Re: New Sprites
« Reply #10 on: June 10, 2010, 11:20:34 AM »
OMG! I couldn't decide which mountain texture to develop further and whilst swapping the layers around I accidentally reduced their opacity and fused them together:



It's so vivid and realistic... it almost makes the tree look flat.

Man, I wish I had more time to work on these. I can't wait to see them in a game!
« Last Edit: June 10, 2010, 11:23:56 AM by Silverwind »
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Jinxycat


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Re: New Sprites
« Reply #11 on: June 10, 2010, 01:27:36 PM »
 :o :o :o Whoooooooooo! Nice sprites bro! Really good tree especially!
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Re: New Sprites
« Reply #12 on: June 10, 2010, 01:40:36 PM »
Man, these sprites are incredible! :D

Gnome


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Re: New Sprites
« Reply #13 on: June 10, 2010, 05:06:28 PM »
Cor Blimey Mate! Thats amazing!
This Cannot be, NOOOOOOOO!!!!

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Connors


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Re: New Sprites
« Reply #14 on: June 10, 2010, 06:55:49 PM »
HOLY CRAP! I must remember this trick that is friggin sweet!:D
Pixen has an easy opacity slider for all the layers after all. :F
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« Last Edit: June 10, 2010, 07:56:34 PM by Connors »
Warning: The above post may have been modified multiple times.

"In a great game, the character must never perfectly obey the user's command"
 - Tim Rogers

http://connorspuzzles.tumblr.com/