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thanks, that's about 15 tiles right there O.oonly 985 to go!
well, what I'm gonna hate most is making NCPs and such, my terraining skills are great but I suck making people. though monsters are obscenely fun to create
Quote from: DJ Omnimaga on November 27, 2010, 02:05:35 pmI wonder what does it do that others don't?Didn't you read it?Quote from: ASHBAD_ALVIN on November 27, 2010, 02:02:18 pmusing my personal sprite editor, I like it over all the rest, I built it for ASHBAD-friendliness, not general coder-friendliness. It's ASHABD-friendly! I like to use my own Dev tools to develop too, but I have none :'(
I wonder what does it do that others don't?
using my personal sprite editor, I like it over all the rest, I built it for ASHBAD-friendliness, not general coder-friendliness.
Mock screenie using some of my more recently added/made better tiles, this is what would be seen on a calc screen pretty much:the style I'm going with for the tiles is simular to my normal style for comp games. Not to brag or anything, I think these are great. I'm impressed with myself, but then again, I have been doing pixel art for almost 2 years now so I would hope I could make decent tiles.If you have not noticed, trio and niko will be very graphical, and I doubt I'll be using less than 255 tiles in it, probably closer to 1000 to be realistic.
yeah, for me, it looks like that second one on my calc.. I guess the 83+ just won't work great with the grayscale. I'm fine with the second result, the first looks horrific, though. thanks for that help, though!Also, maybe I'll only need 255 tiles afterall, but that won't include NCPs and monsters and battle engine stuff. Well, since it's actually probably not gonna be in Axe, but rather a large asm flash app, I might try and make my own 4 level grayscale routines so that the tiles look closer to my ms paint pic.
I think you should also have varied shades of grayscale for those tiles, though, like grass, dirt or even dark ground. It might look great for some maps.