Re: Trying to teach myself pixel art
Posted: Thu Mar 31, 2016 8:03 pm
They're both pretty good, it just comes down to which style you prefer.
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The rocks are in front of the waterfall. It was the best example of what I meant by "rocky waterfall tileset" that I had on hand, sorry.Espozo wrote:I don't get that picure, is th rock wall a separate plane in front of the waterfall, or is it like an extension of the cliff side the waterfall is going down? If so, then water should be splashing up and poring down in places.
It's to stop me getting carried away. If it won't fit, needs a scanline interrupt or involves 2 MiB of bankswitched PRG-RAM then it gets the chop. I've found I need to set hard limits on these things or I'll never get any actual work done.Espozo wrote:Just thinking though, why do you want it to be NROM? It's just that I'm wondering if it's for stylistic choices, because it's very limiting.
Another excellent explanation; thank you very much. Have you considered writing a tutorial (or have you written one already)?Drag wrote:It starts with the negative space, and you draw the rock-shaped blobs onto it. It'll usually look ugly when you tile it, so go through and tweak it until it looks more uniform. From there, you can go straight to the shading, or you can expand your blobs so they touch, tweaking the shape where necessary, and add the shading to that. To convey the idea of rocks, keep your edges angular, rather than circular. A little rounding is ok, because rocks get weathered in real life which smoothes them out a bit.
I want to add more background elements - many more background elements - but I'm having a hard time learning to draw them all. Hopefully the bushes won't be so out-of-place when I have trees, mountains and buildings all over the place.Marscaleb wrote:I think the problem is that all you have that isn't something the player can touch are those two bushes. If you had more background elements it could work a lot better. If you had more foliage in the background, maybe some little houses or something... Altogether if there was more background then it would work well to use the black outlines only on player-collidable objects.
So visually I was on the right track: simple blocky shapes are interactive, complex curvy shapes are in the background. That's still not quite perfect though; look at the airships. It's a lot more complex than "black outline means solid". I think the player can be trusted to infer that my two bushes are purely decorative, provided they're introduced in the right way.Marscaleb wrote:Mario 3 uses a couple things.
I could arrange for a three-shade palette. I was hoping to try some sprite-based parallax tricks, which would require the sky as the background color, but that might be a bit much for a first try. And I could change the background color anyway if the two areas didn't share tiles to begin with, which might actually be practical for a cave tileset.Espozo wrote:I'm used to having more colors to work with to where the dark sides of the rocks could be a different color than the gaps in between.
On a solid waterfall background?Rahsennor wrote:I was hoping to try some sprite-based parallax tricks
So how I'm imagining it is that there's a body of water between the waterfall and the foreground? (and you could possibly draw water in front of the foreground) The platforms really should be made of much larger rocks then, even if it takes up more tiles. I respect your opinion on using NROM, but I don't agree. However, this isn't my project.Rahsennor wrote:The rocks are in front of the waterfall.
The main problem is how many colors there are total, but I suppose you could use brown as the shade between dark gray and black.Rahsennor wrote:I could arrange for a three-shade palette.
No, in a different area. But if one tile uses the background color as the sky and another uses it for black, they can't appear together. EIther the three-shade rock palette must only appear in areas with no sky, or a seperate set of sky tiles must be created, which could be numerous if rounded corners and slopes are involved. If I want to fit in NROM, I need to recycle tiles, doubly so if I want to budget extra tiles for extra-nice rocks.Espozo wrote:On a solid waterfall background?
Yes. The gameplay layer is in and over a body of water, be it a lake, river or the sea, into which the waterfall flows. There are rock platforms jutting out of the water or 'hanging' off the background, and possibly wooden bridges between them.Espozo wrote:So how I'm imagining it is that there's a body of water between the waterfall and the foreground? (and you could possibly draw water in front of the foreground)
You're welcome. I haven't written any tutorials because I'm not a professional and usually just figure stuff out as I go. Pixel art is almost identical to traditional art, and lots of techniques from there (such as painting, perspective, lighting, composition, palette selection) carry over to pixel art. When starting out, pixel art is often treated like sketching stuff on paper with a pencil, and then coloring it in with a marker later, and although that's a good technique, it's not the only technique available to you. The rock example is actually more like a painterly way to do rocks, rather than a sketch-and-color way. For another example, this tree was done similarly to the rocks, it started with a tree-shaped blob of the darkest green color, and on top of that went the medium green, drawn like brush strokes with the center of the tree mostly filled in, and then the lightest green went last using the same brush stroke idea as the medium green. In between each step was pixel-tweaking to break up large regions of color, refine the shape of the branches, etc. Grass can be done the exact same way, just all the lines point upwards. This is just one of thousands of ways you can draw this.Rahsennor wrote:Another excellent explanation; thank you very much. Have you considered writing a tutorial (or have you written one already)?
You sound like David Crane. Try Haunted: Halloween '85.Espozo wrote:One thing I really want to see though is an NES game that has highly varying backgrounds, (kind of more like a picture than what you'd expect from a tiled system)
From what I've seen of the game, it definitely looks better than most.tepples wrote:Try Haunted: Halloween '85.
So everyone keeps telling me. In fact, every tutorial on pixel art I've found so far assumes the reader is already an artist, which makes them more or less useless to me. The fact that you're not a professional is a good thing, in my book - you explain things in terms anyone can understand.Drag wrote:Pixel art is almost identical to traditional art, and lots of techniques from there (such as painting, perspective, lighting, composition, palette selection) carry over to pixel art.
Grr...Rahsennor wrote:I can't figure out how to make it look better without using more tiles.
Why not just use Drag's or my rocks?Rahsennor wrote:the rocks are way too regular
Reducing the contrast would help a lot.Rahsennor wrote:The waterfall is eyeblasting