Yet another Calehay sucks at Graphics Thread.
Moderators: Bob the Hamster, marionline, SDHawk
- Newbie Newtype
- Reigning Smash Champion
- Posts: 1873
- Joined: Mon Oct 15, 2007 9:44 pm
I'm pretty sure it's OHR. He's just trying to use Plotscripting to make those 20x40 walkabout sprites, and he likely has a custom palette.
Also, I've heard a lot of advice in the past about paying attention to light sources... The shadow coming from the front of the house probably wouldn't make much sense. Maybe have a couple of shadows on each side of the house instead that aren't protruding very much? That way it'll be consistent with the shading on the dirt walls and the curves on the bricks.
Also, I've heard a lot of advice in the past about paying attention to light sources... The shadow coming from the front of the house probably wouldn't make much sense. Maybe have a couple of shadows on each side of the house instead that aren't protruding very much? That way it'll be consistent with the shading on the dirt walls and the curves on the bricks.
I put the tiles in TileStudio to test them out.camdog wrote:What engine are you using? That doesn't look like the OHR.
http://tilestudio.sourceforge.net/
(Of course, if anyone feels like writing a TileStudio to OHR program, I'd be very happy.)
Something like this?The shadow coming from the front of the house probably wouldn't make much sense. Maybe have a couple of shadows on each side of the house instead that aren't protruding very much? That way it'll be consistent with the shading on the dirt walls and the curves on the bricks.

I also tried softening the shadows with a second shade. I mucked up the shape of the shadows for the bushes, but is the effect one worth exploring?
Bridges!

I wanted to go for simple on them, but I'm not sure if I took it too far or not.
The roof is still messed lighting wise, but it's easy to fix. I also added the back of the roof, which I think helped the perspective immensely.
I added the large rock and the small rocks. I think the small rocks are pretty bad, but the large rock seems like it has potential.
I also added shadows.
I have approximately 14 tiles left in this tileset, so I've been planning what else I can do with them. One idea is to palette swap the buildings so that not everyone in town has red brick buildings. Or I could make supports for the bridges. Or I could do some more town misc. (park benches, street lamps, etc.) I've also been thinking about a way that the water could animate as well. I could also added more paths for the ponds, so that they aren't always rectangular. Or I could try to make the trees line up ala Seiken Densetsu III.
Thoughts?

I wanted to go for simple on them, but I'm not sure if I took it too far or not.
The roof is still messed lighting wise, but it's easy to fix. I also added the back of the roof, which I think helped the perspective immensely.
I added the large rock and the small rocks. I think the small rocks are pretty bad, but the large rock seems like it has potential.
I also added shadows.
I have approximately 14 tiles left in this tileset, so I've been planning what else I can do with them. One idea is to palette swap the buildings so that not everyone in town has red brick buildings. Or I could make supports for the bridges. Or I could do some more town misc. (park benches, street lamps, etc.) I've also been thinking about a way that the water could animate as well. I could also added more paths for the ponds, so that they aren't always rectangular. Or I could try to make the trees line up ala Seiken Densetsu III.
Thoughts?
I think these are great--like a mix between Earthbound and FF.
Two things that are bugging me are the horizontal roof and the new shading on the sides of the house.
If you look at the protruding extension on the house, it looks thick. But when you look at the rest of the house, it seems really flat (and doesn't look like it can store much) To me, having one single row of roof tiling insinuates that the house is only one tile thick. So adding another row or two of roofing would make it look a lot "meatier", so to speak.
Second is the shading on the house. It doesn't really make sense that there's shade on both sides. I'm not really sure where the light source is, but no source can really produce that. To be honest, though, with this style, you wouldn't even need a shadow and it'd still look great.
Two things that are bugging me are the horizontal roof and the new shading on the sides of the house.
If you look at the protruding extension on the house, it looks thick. But when you look at the rest of the house, it seems really flat (and doesn't look like it can store much) To me, having one single row of roof tiling insinuates that the house is only one tile thick. So adding another row or two of roofing would make it look a lot "meatier", so to speak.
Second is the shading on the house. It doesn't really make sense that there's shade on both sides. I'm not really sure where the light source is, but no source can really produce that. To be honest, though, with this style, you wouldn't even need a shadow and it'd still look great.
- Newbie Newtype
- Reigning Smash Champion
- Posts: 1873
- Joined: Mon Oct 15, 2007 9:44 pm
My friend, those are awesome tiles.
The only thing i would recommend would to be give some shading to those diagonal white walls so it gives some contrast between the diagonal and horizontal walls.
The armoire looks fine as is, but if you must texturize it, do it sorta the same as the table but more subtle.
The only thing i would recommend would to be give some shading to those diagonal white walls so it gives some contrast between the diagonal and horizontal walls.
The armoire looks fine as is, but if you must texturize it, do it sorta the same as the table but more subtle.
I've been meaning to comment here for a while.
Regarding the outside tiles, a lot of it looks really great but the contrast in shading and shadows is way too low. There's not all that much difference between the light and dark areas of the tree, for example.
For the inside tiles, they're really good, but the beige tiled floor looks like it was drawn in a completely different style from everything else (though on its own it looks great). This is especially noticeable where it meets the checkered tile floor.
I don't think the armoire needs any more texture and actually I think the table has a little too much. It looks more like random short lines rather than a real texture.
Regarding the outside tiles, a lot of it looks really great but the contrast in shading and shadows is way too low. There's not all that much difference between the light and dark areas of the tree, for example.
For the inside tiles, they're really good, but the beige tiled floor looks like it was drawn in a completely different style from everything else (though on its own it looks great). This is especially noticeable where it meets the checkered tile floor.
I don't think the armoire needs any more texture and actually I think the table has a little too much. It looks more like random short lines rather than a real texture.
DJFenix's article made inspired me to start a world map set:

I think the mountains are extremely troublesome. They're not tiling correctly either. I also think the darkened grass might be a bit too darkened to even look like grass anymore.
Also, and update on inside tiles:

The chairs still suck, but they're better than what I had before I posted. I tried texturing the desk on last time.
Also, I have these extremely rough battle sprites:


I think the mountains are extremely troublesome. They're not tiling correctly either. I also think the darkened grass might be a bit too darkened to even look like grass anymore.
Also, and update on inside tiles:

The chairs still suck, but they're better than what I had before I posted. I tried texturing the desk on last time.
Also, I have these extremely rough battle sprites:
Your mountains look like lumps of chocolate. You shouldn't be able to see grass in the middle of a mountain range. Also, the bright patch of grass looks out of place.
Your walkabouts are a completely different style from your battle graphics.
Your hero appears to be swinging his staff through his head. In his use picture, his left leg is misshapen.
Your walkabouts are a completely different style from your battle graphics.
Your hero appears to be swinging his staff through his head. In his use picture, his left leg is misshapen.
I originally wanted to try something like this (ignoring the mountains for the moment. I have a plan for them.):Mogri wrote: Also, the bright patch of grass looks out of place.

I've been thinking of replacing them for many different reasons. (Practically, I have to rewrite the moving script in the OHR through plotscripting, which is a headache.) Even if I didn't, this:Your walkabouts are a completely different style from your battle graphics.

Wasn't particularly to my liking and also couldn't be used in the engine properly, and this:

just made me laugh. Part of the problem is that I can use the 20+ colors for the walkabouts because they can have two different palettes, but the hero graphics can't. I would like to see if I could pull of something like ToP did with their battle sprites, but I have a feeling that the OHR's battle sprite size is going to cause a problem. Outside of that, I'll probably just start over from scratch yet again.
That's because all of the keyframes of him twisting are missing. It's also because I was stupid and just realized I animated him twisting on the wrong leg. Since I'll be re-doing them all anyway, I guess it doesn't particularly matter.Your hero appears to be swinging his staff through his head.
Last edited by Calehay on Sat Dec 08, 2007 8:14 pm, edited 1 time in total.
Why'd you change your mind? That looks better. (Especially the mountains, but you're changing them anyway.)I originally wanted to try something like this (ignoring the mountains for the moment. I have a plan for them.):
This isn't so bad. The real issue is that he's missing a neck and looks like a hunchback. I like this better than the SD style of the other walkabouts.
No, it's because the staff ends up on the other side of his head. You'd have to swing it all the way up and over your head to get it to do that, which is not what the "action swoosh" is indicating.That's because all of the keyframes of him twisting are missing. It's also because I was stupid and just realized I animated him twisting on the wrong leg. Since I'll be re-doing them all anyway, I guess it doesn't particularly matter.
I think I'm starting to see where you're getting that. It's not reading clearly that he has swung the staff in front of him. There's probably an easier attack animation that I can actually accomplish.Mogri wrote:No, it's because the staff ends up on the other side of his head. You'd have to swing it all the way up and over your head to get it to do that, which is not what the "action swoosh" is indicating.
EDIT:
I think it's reading something like this:

When it should be this:

In the second one, his back should be turned to us, and it should look like he's swung the staff in front of him, thus it's behind his head. Since I failed at doing that I just do something else.
I'm afraid of being too simple. Also, I got inspired by Secret of the Stars mountains, but I have absolutely no idea how they tile, so I may end up going with those.Why'd you change your mind? That looks better. (Especially the mountains, but you're changing them anyway.)
