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Original Graphics, Palettes and HDMA Showoff Thread
Forum Index - SMW Hacking - SMW Hacking Help - Graphics & Related Topics - Original Graphics, Palettes and HDMA Showoff Thread
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Originally posted by Pumpkinbot
I've been dicking about in YY-CHR, slowly but surely changing the graphics for my level. Other than the graphics (and the sound*), it'll be a completely vanilla hack. Here's the overworld graphics. Only got the upper half of the 8x8 tiles done so far.

-Snip-

*if I can figure out how to do that, last I remember, it was a huuuuuge pain in the ass, and you had to insert music as the FIRST thing in your clean rom, and THEN you edit it, and asfhshaajka

That looks pretty nice. Nice job with the anti-aliasing, too many people don't know how to do that. I really like the shading on the cliff lines, though you might be able to add more texture into them.


Tower of Disarray

5/?? levels done
-HAHA Oh jeez-
An 'A' press is an 'A' press




Hella neat layout by Erik557
Originally posted by Spinjumper
That looks pretty nice. Nice job with the anti-aliasing, too many people don't know how to do that. I really like the shading on the cliff lines, though you might be able to add more texture into them.

I'd love to add more to the cliffs, but a) the more complex it is, the more tiles it'll take up in the tileset, and b) I only have two 'cliff colors' in the palette to work with. I have the null color, the dark outline, three grass colors, two cliff colors, and one water color. I'm not too sure what other kind of pattern I could use.

Point A is my biggest problem right now. I'm trying to add in path tiles (where it actually looks like a path instead of just darker ground, like vanilla), but I'm a bit tight on tile room in GFX1C. Because the corners are shaded like that, I have to add a shaded variant for every ground edge piece that comes up from the bottom. If I make it more complex, I just wouldn't have much room. The simpler it is, the easier it'd be to implement.

EDIT: Wait, messing with them now, might have something. I'll post it when I've got a mockup.

EDITEDIT: Here ya go. I am out of creativity for the day, so have an immature, phallic mountain.



Somehow, shading the sides like this actually gave me a few tiles. I didn't need "X tile, shaded, with border" and "X tile, shaded, no border", because that tile would look the exact same, since the dark outline color is now used for the shading. Had to ditch the pool in the lower island in that first picture. (Which also made up the stepping stone things, too. Palletes are neat, huh?)
Simple but effective. I like it.

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Like Gregor said, it is simple but nice. You might want to add some anti-aliasing though.
Also, welcome back to SMWC!


Yep. It appears that I still make pixel art.
The stars will be animated.
@Pumpkinbot: I think the new version has too much contrast in the corner tiles' shading, I honestly prefer the previous one. Also, I think the green colors are a bit too dark compared to the other ones. Aside from these, good job!

@Berkay: I love the shapes and color choices there, my only gripe is the dithered gradient which is a bit too pixelated for an otherwise smooth BG. Not much of a problem though, it looks great.



So, I've been giving my BG some finishing touches. 3 people complained that the updated sky gradient sacrificed smoothness and 3 other people thought the first version lacked contrast (on IRC). In an attempt to attend to both tastes, I've added one more color to it (I forgot I had color 1C at my disposal), thus raising the contrast a bit without giving up on sweet smoothness. I've also added 2 different crystal formations in the lake to improve variation, and tweaked some positions and minor stuff. Hope it looks better now.

Link.

Old one for comparison.


I'm starting to hate my method of shading.

The vanilla overworld's cliff edges are easy to use, since it's as simple as putting a hard edge on any change in angle, but with the way I've done it, it requires a full tile to do that, and a ton of variations. I'm not even sure where I'd put the edges on Butt Island up there, on the southern coast.

I'm thinking about just shading the cliff with a single solid color, instead, but determining what should and shouldn't be shaded might be a pain in more complicated maps. I'll mess around in YY-CHR and post what I come up with.

EDIT: I'm running into palette problems, now. If I want cliff walls with three different colors (base, dark, and light), I won't have enough colors to really anti-alias. My palette right now is null, outline, dark green (for AA), medium green (for outside the edges), base green (for the rest of the grass), light cream, dark cream (both for cliffs), and sea blue. I can't really add a third cliff color. I could solve that by using an entire palette for the cliffs, but I'd need the extra cliff colors on the same tile as the layers with grass.


Background

Just showing off what I did for the ExGFX contest since we're almost done with it.
Originally posted by Pumpkinbot
I won't have enough colors to really anti-alias.


@Skewer: It's pretty nice, but honestly, I don't really like the fully black part. I know that was your theme, but it really doesn't look good to me. Is there any chance that there may be any decoration to put on it at least?
Originally posted by Berkay
Originally posted by Pumpkinbot
I won't have enough colors to really anti-alias.
-snip-

That was in reference to your previous post, saying I should AA the cliffs. I don't have the space in my palette. 8 colors ain't much. :y
I used the dark dirt color - can't you use that?
Originally posted by Berkay
I used the dark dirt color - can't you use that?

Oh. Whoops, didn't see that. >.< Now I do. Derp!

Yeah, I suppose I could use that. But what should I do for the cliff shading, then? Gloomier said there was too much contrast, but the darker cliff color has to be...well, dark in order to use it for AA, so if I want to lessen the contrast between the two colors, I've got to make the base cliff color darker, right?
I don't know about this, but this work is very good.

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7 years using Smwcentral.net... I think that's not enough.

-ForthRightMC
Originally posted by Pumpkinbot
Gloomier said there was too much contrast, but the darker cliff color has to be...well, dark in order to use it for AA, so if I want to lessen the contrast between the two colors, I've got to make the base cliff color darker, right?
Both of you are right, so I would make everything have high contrast - everything will fit each other, and you will have AA.




Some stuffs I made for the ExGFX contest.
(The resolution from my emulator was messed up for those screenshots, don't mind it pls)
I see the winner right here
This castle tileset is very nicely done, loving the bricks and everything. The Pillars don't seem to fit too nicely, you might want to rough'in them up a bit. Otherwise, the pallete, the bricks, the knight statues all make it look like a really nicely done castle tileset.


Like dis? Idk what else to do with them.
Ah yes, now it's perfect!
Woo! Let's hope that version was submitted in time tho lol

also,


yes, already working on a new tileset. But what can be changed here?
Well, you could start by adding a background.

It looks pretty great. I guess maybe the cherry blossom trees seem like they should be fuller, and there are probably some other decorations and objects you could add, like bamboo and those red-roofed houses (not pagodas, the other things if you're going for Japanese specifically). This might also provide some ideas.

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I'm working on a hack! Check it out here.
Originally posted by PercentN


Like dis?


Like dat. Like dis dis, like dat

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Pages: « 1 218 19 20 21 2250 51 » Link
Forum Index - SMW Hacking - SMW Hacking Help - Graphics & Related Topics - Original Graphics, Palettes and HDMA Showoff Thread

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