Realized I needed tree-like structures for a large underground area, decided on mushrooms. Unfortunately, my attempts to draw them (using the other trees as bases) look like this:
I need help. Can anyone edit these into something that doesn't look like ass when mixed with Koten?
Need help with mushrooms
#1
Posted 17 April 2016 - 02:49 PM
#2
Posted 17 April 2016 - 03:06 PM
- Binx likes this
#3
Posted 17 April 2016 - 03:07 PM
Thank you!
#4
Posted 17 April 2016 - 04:12 PM
Hopefully there is something here that you find usable. I personally recommend a darker palette for these tiles than the one you posted, but it should still work. I also use black outlining personally, but it's easy to remove if you'd rather have the fugly transparency when layering.
Edit: It seems dropbox is having issues currently, give it a couple of mins.
edit2: fuck it just take imgur:
Edited by Lunaria, 17 April 2016 - 04:19 PM.
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#5
Posted 17 April 2016 - 04:59 PM
They look great, thanks a ton!
Also, i tend to agree about the palette.I tend to find that the single most limiting aspect of the standard NES palette is that it doesn't have any darker shades. Really, I'd like to restructure the palette so that every color has a set of light, medium and dark ramps. I had started on such a palette for the generic tileset, but I didn't have enough shades of red, yellow, gray, purple or pink.
#6
Posted 18 April 2016 - 07:36 PM
#7
Posted 18 April 2016 - 07:53 PM
In most cases, I would agree; but the underlying driving force of that set is to act as a potential replacement for the classic tileset, in case AGN ever gets hit with a C&D; and with that in mind, keeping to NES restrictions is pretty essential.
But yeah, that's why I'm not above cheating with my colors in my current quest (And am going to be doing a lot of palette restructuring and recoloring before I release the set). Except that adding too many extra colors can also result in the set no longer looking like it's supposed to (Like the scrapped section of my quest that used a bunch of 8-bit tiles. 99% of that map was tiles that only used 3 colors, but it ended up looking too saturated, compared to the rest of the set, and the only colors I added were a darker red, a darker purple and a darker green). The coloration actually looks really good, in-game; but that's likely because I can't stand the standard night palettes and always place a translucent dark colored layer 6 for night and cave screens (in addition to the palette change), so it actually looks like the character is in a dark area, and darkens the palette enough to compensate. Being able to see Link clearly and being the exact same color at night as during the day bugs me from a visual standpoint. (probably something very few people notice. But I notice it, and it drives me up the wall)
Edited by Binx, 18 April 2016 - 07:53 PM.
#8
Posted 18 April 2016 - 10:00 PM
#9
Posted 19 April 2016 - 08:44 PM
In most cases, I would agree; but the underlying driving force of that set is to act as a potential replacement for the classic tileset, in case AGN ever gets hit with a C&D; and with that in mind, keeping to NES restrictions is pretty essential.
Why is that essential? ZC is much more capable, so why not have a default tileset that represents that? I think if ZC were ever to be hit with a C&D then the default set should have 16-colour csets to better showcase the capabilities of the program. It should still be a very basic and easy to use tileset with tiles for at least every feature of ZC, but no need to keep it within NES palette restrictions IMO.
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