Oct 17, 2011, 11:16 PM | |
The berries, vines, text signs and probably columns, if you don't want them to stand out, need shading fixes, so expect that's what I'm going to do next.
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Oct 18, 2011, 12:30 AM | |
They are shaded in a different way than the rest of the tileset. The brightest colour they use is found nowhere else in the image, even though they seem to be made of the same material as octagons, the statue and the fountain. Also the broken one is shaded in wrong spots, that is, it looks like light is directed from bottom right instead of top right.
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Oct 18, 2011, 04:40 PM | |
Good catch. I'll fix them myself, so you don't need to bother. By the way, what's wrong with the vines and berries?
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Oct 19, 2011, 06:52 AM | |
They look like you were too afraid to use some serious shading on them, so they only use some very similar shades of a colour and therefore look flat, and - because of being so bright - they draw attention (in a negative meaning). In case of vines it doesn't look very bad, but berries use a distinctive colour (green and red isn't used anywhere else except Devan's eye and my hippeastrum), what makes them stand out even more.
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I am an official JJ2+ programmer and this has been an official JJ2+ statement. |
Oct 24, 2011, 04:18 PM | |
My berries! What did you do?
WHAT DID YOU DO? ![]() Just kidding it's fine. Liking the new vine though. Also, I still haven't managed to find time to work on my broken pillars. Not that I don't have time. I just seem to get sidetracked. Not to mention Homestuck's EOA is coming out TODAY!
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Oct 28, 2011, 10:52 PM | |
![]() 2 decorative tiles and concept torch... Planning to do animated tiles. Fited with palette
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Nov 10, 2011, 08:59 AM | |||
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Nov 10, 2011, 10:16 AM | |
Ah, great job. I've been a tad busy the last few days, but at some point I might try doing some background stuff, like fixing up the aqueduct. Also, your cave tiles are fine, although I think we should probably remove the ones down the bottom since they won't match up with the others.
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Define 'normal'. |
Nov 10, 2011, 01:21 PM | |
See? Like i said in past: I'm sux in tilesetmaking... I'm outta.
Good luck! (negrep me for that)
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ELC leveldesigner, [CDFLogistics] leader, [CDF] consult member, a music composer. Unite people under one idea. |
Nov 10, 2011, 05:11 PM | |
Looking good, SE.
Crap. You reminded me I have yet to do the pillars. I'll post them up sometime soon, I swear.
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Nov 21, 2011, 06:13 PM | |
![]() I am so sorry this took so long, but I fixed the lighting on the broken pillars and added a subtle shadow effect to it as an after thought. Now, I'm getting a little stuck on ideas for the set. The thread is being ignored. ![]()
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Nov 21, 2011, 10:50 PM | |
Very light blue.
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Nov 22, 2011, 03:31 AM | |
You did say that we should still leave the option in if the level maker wants it. I'd still propose a background with Jazz Blue in place of the sky, so that we can use a textured or non textured background behind that other layer.
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Nov 22, 2011, 04:57 AM | |
More relevantly, it uses 64 tiles. 8x8 just sounds so small. Watercolor seems good as well.
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drop by my SoundCloud or something if you want, it's my life's pride Last edited by Sean; Nov 22, 2011 at 05:12 AM. |
Nov 22, 2011, 05:13 AM | |
Nice timing. I just edited my post to clarify my point when you posted.
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Feb 8, 2012, 03:59 PM | |||
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Feb 8, 2012, 04:40 PM | |
Great revival yay.
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Feb 15, 2012, 01:22 PM | |
This may be a bit early to be bringing this up, but this would (in my opinion) be a great variation on this tileset.
Make a space station that's been built OVER the ruins of a temple. Kind of like a "Technology trumps Archaeology" concept. Devan's run out of galactic real estate, so now he's building over all of the galaxy's ancient ruins. He constructs a super-high-tech space base, heartlessly wiping out the priceless relics beneath him (Which, if he had been smart, he could've sold to an archaeologist foundation for a profit, instead of just needlessly wasting them). You could input some futuristic stuff to counterbalance the musty, outdated stone temples, as well as some tiles showing Devan's improvised merging of the two (i.e.-crumbled, busted rock and twisted, bent metal meeting in the same tile). Plus some bracken water (It could also be toxic chemicals from Devan's base leaking out into the ruins). That's my story, and I'm sticking to it.
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Don't say "cannot," say "why not?" IN DEVELOPMENT: Renascence: The Last Jackrabbit Last edited by PT32; Feb 15, 2012 at 01:27 PM. Reason: Realized there were more pages here after the first one. :P |
Mar 19, 2012, 02:20 AM | |
So does anyone want to do anything here?
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Mar 19, 2012, 05:37 AM | |
A month without activity of any sort on a collaborative project is definitely of note. (Also not of note is that I actually am working on that little game thing)
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Mar 21, 2012, 04:00 AM | |
Since this was bumped:
![]() So, I've made a start on re-organising things slightly. I've added Sir Ementaler's tiles to the main image, and added a bunch of red X tiles to mark the empty areas more clearly. Also, I removed Violet's cave tiles, as they were rather messy from a usage perspective and Sir Ementaler's alternative seems to be somewhat simpler. Lastly, I removed the background aqueduct things from the main image. We can still use them later if they get revised, but for the time being they still don't tile so they have been removed. Oh, and the thing has been reduced to the right colour depth again. So now we have about 380 tiles. A few less, considering the blanks in there. Either way, we have a good base to work from, and I think we need to focus on eyecandy now. If anybody has any tiles they think would fit, go ahead and submit them. Don't worry about colour depth, I'll personally reduce them to whatever is needed if they are drawn in 24-bit rather than 8-bit.
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Mar 21, 2012, 06:27 AM | |
You didn't include the properly lighted pillars I posted.
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Mar 21, 2012, 07:30 AM | |
Pillars have been added. I'll just put it as a link instead of filling the thread with enormous images.
Get it here. Also, on that subject, it's probably better to just post specific tiles as small images than to put them directly into the large one. Not only does it take less space, it's easier to revise their palettes like that.
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Define 'normal'. |
Mar 21, 2012, 08:37 AM | |
![]() ![]() I know Violet said not to include torches as we should focus on the city aspect of this tileset, but torches fit well into the period in any case. Slick at 15fps.
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Mar 21, 2012, 10:06 AM | |
Add a torch with no flame, so that players can shoot it and put out the torch.
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Don't say "cannot," say "why not?" IN DEVELOPMENT: Renascence: The Last Jackrabbit |
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