sotrain515 wrote:
Wow sheamkennedy, that is a really neat house!
Anyway, LogHeckTech, I have a few general tips that might help you out. I can't provide any graphical bona fides, though, so take all this with a grain of salt I guess.
1.) I would say that the airbrush tool is generally your enemy. You'll probably get much better results going pixel-by-pixel (tedious though that may seem) or just foregoing that airbrushy effect altogether. Instead you can create large patches of single colors broken up with tufts of grass (or carpet, or waves, whatever) and shadow as shea (can I call you shea?) suggested.
Check out how Mother 3 does it (and I believe this game has been given as an example before for graphical stuff around these parts).
No "airbrushery" in the grass, dirt, forest or sky, just occasional shadows and cracks / tufts. And it looks fantastic!
2.) Don't be afraid to make your map graphics span tiles. Your computer looks good but kinda squashed. If you had it drawn so that it overlapped the rug and even up onto the wall, it would pop more and you'd be able to fit more detail on there. The door looks a little squashed to me, too. It also helps to obfuscate the grid (i.e. makes players less aware that everything has been pieced together from a set of tiles) when stuff overlaps other stuff: you could have the couch creep up on the the wall a bit too and maybe have the top edge of the TV overlap the tiles above it so that the hero's feet are obscured when he's right up next to it.
3.) Whenever you finish a "graphic" (say a map, a sprite or even a hand-drawn image), try mirroring it horizontally and then looking at it again. I dunno if this is true for everyone but I've always had a difficult time judging the quality of artwork I have created myself. I've found that mirroring it helps me to have a more "objective" eye when appraising it.
Anyway, LogHeckTech, I have a few general tips that might help you out. I can't provide any graphical bona fides, though, so take all this with a grain of salt I guess.
1.) I would say that the airbrush tool is generally your enemy. You'll probably get much better results going pixel-by-pixel (tedious though that may seem) or just foregoing that airbrushy effect altogether. Instead you can create large patches of single colors broken up with tufts of grass (or carpet, or waves, whatever) and shadow as shea (can I call you shea?) suggested.
Check out how Mother 3 does it (and I believe this game has been given as an example before for graphical stuff around these parts).
No "airbrushery" in the grass, dirt, forest or sky, just occasional shadows and cracks / tufts. And it looks fantastic!
2.) Don't be afraid to make your map graphics span tiles. Your computer looks good but kinda squashed. If you had it drawn so that it overlapped the rug and even up onto the wall, it would pop more and you'd be able to fit more detail on there. The door looks a little squashed to me, too. It also helps to obfuscate the grid (i.e. makes players less aware that everything has been pieced together from a set of tiles) when stuff overlaps other stuff: you could have the couch creep up on the the wall a bit too and maybe have the top edge of the TV overlap the tiles above it so that the hero's feet are obscured when he's right up next to it.
3.) Whenever you finish a "graphic" (say a map, a sprite or even a hand-drawn image), try mirroring it horizontally and then looking at it again. I dunno if this is true for everyone but I've always had a difficult time judging the quality of artwork I have created myself. I've found that mirroring it helps me to have a more "objective" eye when appraising it.
That Mother 3 shot looks pretty good. I especially like the house. I'll give the grass style a shot, but I think I may want to add a few extra tufts. I'll see if I can't make some of the fixes you mentioned here in a few. I need to take a shower and get some coffee going so I can focus. As far as the TV, how would that be accomplished with it obscuring his feet? Wouldn't it have to be part overhead tile for that?
Care to help me out by giving me advice on my game? Get the early demo by clicking here
Demo updated 8/13/2014

















