Wow. A lot of posts happened since I checked this last! Let me see... For the
most part I like all of your screens. Quite nice!
However, here's some advice:
QUOTE(LTTP @ Oct 4 2012, 10:54 AM)
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ALSO made a change:
from
I think it looks pretty neat, makes it have a depths feel, a good example to compare it to would be water at a beat I guess.
Beater or should I still cover it in water?
Okay, first of all, you were asking about the cliffs. The problem that I see with the cliffs is that the waterfall shouldn't start where it's starting in your screen(s). The water flowing between the two cliffs should be flat; the waterfall shouldn't start until it's reached the other side of the cliffs.
If you really wanted the waterfall to start there, it probably wouldn't work out because you need to add diagonal cliff combos (you know, where two cliffs meet and the joint forms a diagonal-downward line) to accurately portray the drop in elevation. I don't think there are transparent water tiles/combos for flowing over those kinds of walls; I think they're all straight down.
Now, about the difference between your two versions of the screen, personally I liked the first one better. Since you don't have elevation right next to the transparent water (which, by the way, is pre-made to show a reflection of such elevation), I think the transition from grass to stony ground serves as a good illusion of height difference.
When you changed that and made stony ground not under water, it kind of took away that illusion and is perspectively confusing. It's hard to tell that there's any change in elevation at all. Because you're using tiles for flat ground (grass tiles are slightly higher, but generally grass and stony ground tiles are considered flat ground), it doesn't make sense as to why the water is staying where it is and not flowin over the rest of it.
I agree that it's a good idea to not have the grassy area as straight as it was before. However, it would look better if you just adjusted your transparent water so that it flows over all the stony ground areas that you added.
...So, to answer your question, yes, still cover it with water.
QUOTE(LTTP @ Oct 4 2012, 05:18 PM)
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Hey, neat idea!
It looks like you used sideview tree tiles for those trunks. Not bad, except for the issue you bring up.
However, if someone made sprites with the tree trunk ending (with perspective) with a circular bottom, that wouldn't be correct. Trees don't stick out of leaves like they do out of water.
My advice is to use the end-of-tree-branch tiles (meaning the ones that look like leaf clusters) that you're currently using. Just extend the tree trunks down further, then layer the end-of-tree-branch tiles over the trunk. Just like you used them on the lower-left of the screen to curve around the group of trees on the lower level, do the exact same thing but upside down (meaning, how the lower-left shows left and right sides and the
top, use the left and right sides and the
bottom).