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PostPosted: Tue Aug 04, 2015 6:22 am 
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These are all fantastic, and the way they're all connected makes them feel like one weird, connected world. They're so vivid I can't help but start imagining how they'd work with gameplay. Is it possible to go down the well or only climb up out of it?


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PostPosted: Wed Aug 05, 2015 7:33 am 
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Holy shit, I just now realized all of them are connected together O_O


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PostPosted: Wed Aug 05, 2015 8:31 am 
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dustmop wrote:
These are all fantastic, and the way they're all connected makes them feel like one weird, connected world.

Sort of like "The Great Maze" at the end of "The Subspace Emissary" in Super Smash Bros. Brawl?


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PostPosted: Wed Aug 05, 2015 11:56 am 
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The difference is that this one looks like it would be fun to play.


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PostPosted: Fri Dec 30, 2016 3:31 am 
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Some Generic tiles I don't think I posted before:
Image

Originally based on Kenney's platformer stuff:
Image

Bunch of miscelaneous crap (most available on my CC0 Scraps thread on OGA):
ImageImageImageImageImageImage


Last edited by surt on Fri Jul 07, 2017 2:25 pm, edited 1 time in total.

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PostPosted: Sat Dec 31, 2016 1:52 pm 
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Forgot to reply before. Very nice work! Some of that miscelaneous crap looks amazing!


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PostPosted: Sun Jan 01, 2017 7:16 am 
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I hadn't seen this thread before. I think they are all amazing and absolutely inspiring. I'd advise everyone to not overlook them, take your time and look at each tile please.

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PostPosted: Sun Jan 01, 2017 11:20 am 
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makes my stuff look like shit ;_;

great job! i really like the blue metallic stuff with the screws and wire fences.

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PostPosted: Sun Jan 01, 2017 4:07 pm 
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I like all of this artwork, but I don't know why and it's bothering me. :P


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PostPosted: Sun Jan 01, 2017 5:34 pm 
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Drag wrote:
I like all of this artwork, but I don't know why and it's bothering me. :P

Well, I can list the things I like about his work and maybe you'll agree with me:

- The use of colors other than black to connect things, like purple. This reduces the overall contrast and makes the common color to be interpreted differently depending on the surrounding colors, creating the illusion of more colors.

- The use of non obvious colors for shading, like pink highlighting stones or magenta darkening brown. This gives the environments more realistic lighting than using different shades of the safe hue like many NES games do, and also contributes to the illusion of more colors.

- The use of irregular shapes in blocks and patterns make things look less predictable and more organic. Even 1-bit silhouettes in the background gain a lot of depth because of this.

- Very efficient shading and highlighting, even without dedicated colors or in areas with only 2 colors. Everything appears to have depth, even when the hardware limitations make this hard.

There are certainly more reasons for why I like surt's art so much, but the masterful use of color is certainly one of the most prominent. The surreal environments are also very captivating, much more so than attempts at more realistic settings.

Please keep the awesome art coming, surt!


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PostPosted: Thu Jan 05, 2017 2:31 pm 
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Quote:
Some play rather fast-and-loose with the law.
…?


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PostPosted: Fri Jan 06, 2017 2:57 am 
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Myask wrote:
…?
gunnes.png uses 8x8 attributes (I do understand that there is a mapper that supports this, but it doesn't look right), implausibly/impossibly high tile counts, etc.


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PostPosted: Mon Mar 06, 2017 4:01 pm 
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Oh. I was thinking more in terms of licensing/sourcing issues.


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