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Posted 03 November 2012 - 05:45 PM
Posted 05 November 2012 - 01:01 PM
Posted 05 November 2012 - 03:07 PM
Posted 06 November 2012 - 02:11 AM
The plan is for the overworld to be fairly bright; the GBA screen seems to dim the colors a bit, too, so I need to compensate for that. I think that I'll leave the grid in the rocks, but I'll move them to a dungeon level and use a dirt texture for the cliffs to create a warmer, richer atmosphere above ground. I should experiment with some less detailed grass; my plan is to have a fairly typical top-down perspective. I'll probably also make some grass with longer, curved blades to provide some variety.
I'm not sure of the mood you're going for in your game (both of your images use fairly bright colours which give me a sense it's a rather "happy", lighthearted game, but that's neither here nor there), but the rocks look great asides from the grid (which you've already noted).
I found this http://www.gamedev.n...ing-terrai-r934 little article to be a really good resource when first starting out with tile design. You may have seen it already, but i think it's pretty good quality and needs to be mentioned regardless.
As for grass, try to use less detail, unless your game is on a very small scale.
Also, what's the angle of your camera like? The more top-down it is, the less definition you should see for each blade of grass, while a side-scroller will have more definition and something in between will have something... in between. A very quick search on GD brought me to http://www.gamedev.n...le-transitions/ which has a couple good examples of grass and the change in detail you see based on scale (though not so much camera angle). Try something to the tune of http://alastaira.fil...12/03/grass.png which has very little detail, but has fairly high quality when tiled.