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Artimus Bena Admiral
Joined: 17 Aug 2004 Posts: 637 Location: Dreamland.
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Posted: Thu Mar 05, 2009 1:57 am Post subject: |
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My biggest issue with all of these renditions is the grass. It's not as well designed as the trunk. _________________ SACRE BLEU!
|||Compositions!
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Thu Mar 05, 2009 2:13 am Post subject: |
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My advise: shy away from grass. Real forests have little or no grass. Drawing realistic looking undergrowth instead is probably going to be very difficult though.
The effect of the noise/dithering is good, however the tree looks really weird because it doesn't seem to have any bark.
There's a detailed list of 'Graphics Utilities' on the wiki. I think GIMP is very awkward for pixelating, and have never managed any success.
The tileset size is a huge limitation that comes up all the time. Mike and I once attempted a rough plan to expand it (and tile animations), but couldn't agree on much and I don't remember the rest. Must revisit.
However, something that could (and I demand it does) happen by the next release is adding at least a 4th map layer (either over or under NPCs/heroes) _________________ "It is so great it is insanely great." |
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The Drizzle Who is the Drizzle?
Joined: 12 Nov 2003 Posts: 432
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Posted: Thu Mar 05, 2009 1:46 pm Post subject: |
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Quote: | My advise: shy away from grass. Real forests have little or no grass. Drawing realistic looking undergrowth instead is probably going to be very difficult though. |
Dirt and leaves could work well. Scatter in some rocks and logs and other crap, and you'll have a much better alternative to grass. _________________ My name is...
The shake-zula, the mic rulah, the old schoola, you wanna trip? I'll bring it to yah... |
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