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a custom retro styled tileset By: funmaker
this is a retro stYled tileset + some sprites. tile zize is 14x14 and the pipes are 4 Blocks togehter
Type Info
Tilesets Backgrounds broken into a set of tiles.

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[O] Created: Dec 20 2016, 8:36 AM
[O] Updated: Never
[O] File Size: 5.22 KB
[O] Views: 746
[O] Downloads: 377
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Comments
Kirb Berry Dec 30 2016, 12:07 AM
Okay, this tileset will need some work. I can see a few flaws in the sheet, so let's start.

First, why did you make the tileset 14x14? Almost all the main tilesets are 16x16, and I don't see a problem in this at all, but why 14x14?

Second, the shading. Mario doesn't really have to have pink skin, but that's your choice. However, he can't really have a tint (Aka light shading) on his head where his hat covers it. Maybe change the white to a darker pink so they can blend well, instead of making it look like the light is phasing through his hat onto his head.

Third, the colors. Again, Mario's skin color is totally your choice, just putting that out there. But if you want this to be retro, you have to stick with 3 colors, like the old NES days. Why did you pick a separate color for his hat? His hat has red, white, AND pink on it. Why did you use 4 colors instead of pink?

That goes for the rest of the sheet as well, using 4 colors instead of 3. Now, like I said with Mario, this is TOTALLY your choice to do whatever you want with the sheet. It's just confusing on how you made it a "retro" sheet when there's 4 colors instead of 3. I'm not saying "retro is always NES", I'm saying that if you want to make it retro, maybe sticking with the NES theme is a good start.

Finally, how the sprites are set up. Maybe you should try to put the doors in the same box as the main one (I'll show you what I mean in the sheet I put in this comment later). It'll be easier to do when the black parts of the door's inside can cover up the other parts of the door, instead of having to fix the colors by recoloring it (Again, I'll explain later). And the Question Mark Blocks, the question mark should go all the way around the block, instead of just where the outlines hit. Now, the ground confuses me. The regular ground block is fine, but why does the grass have one layer or grass overlapping the other (Explain later)? Although, the pipes look perfectly fine to me.

That's everything I wanted to say, and here's the sheet I was talking about for reference: http://imgur.com/a/kHZZJ

Hopefully I helped.

EDIT: If you made a tile in the icon for the sheet, why did you not include it in the sheet itself? (Talking about the bricks used for the building that the door is on.)
 
Willsaber Dec 30 2016, 11:17 PM
14x14 is a VERY odd scale.
 
Cap'n Coconuts Dec 30 2016, 11:25 PM
Tile dimensions in powers of 2 are the standard. 8x8, 16x16, etc. These are used because they were the most efficient for binary CPUs in the 80s and they still are today.

There's nothing wrong with 14x14 tiles, but be aware that graphics with uncommon dimensions may not get a lot of use.
 
Kirby's Adventure Dec 30 2016, 11:47 PM
I'm gonna address funmaker directly and say that 14x14 is an unconventional scale because older games always used a 16x16 scale. Now, the reason for this was how graphics were stored in older games - a 16x16 tile is actually make up of 4 8x8 tiles (that's also why you'll see some character sprites that are 24x24 - multiple of 8). Now, it's not entirely necessary (for a beginner) to think in those terms today, but it's still useful to know why 16x16 was and is still the standard.

Now, I'm going to hit KirbyLover's points 2 and 3 at the same time - but I'm going to hit point 3 first. Spriting in a "retro" style to begin with might be the worst thing you could do - instead of forcing yourself to use 3 colors (really 4, but one of them is dedicated to transparency), focus on trying to a) conserve your color count and b) create good colors. It's worth looking into Mit's (Jr.) Spriting Dictionary on the forums for more detail - http://tinyurl.com/gllj7ro - which can be found here. Now, going back to my earlier point about colors - there's very little contrast, which makes the sprite muddy and hard to read without zooming in. Why is there a pink that's barely different from the existing red? Mario's skin would have been better off closer to a pale peach tone than tomato red as it is here, which would have demonstrated not necessarily good, but better contrast. Finally, the white highlights are unnecessary as they don't establish a lightsource.
 
Kirb Berry Dec 30 2016, 11:49 PM
...did you call me "funmaker" instead of Kirb?
 
Kirby's Adventure Dec 30 2016, 11:52 PM
No, I was talking to funmaker in that first paragraph
 
Kirb Berry Dec 31 2016, 1:12 PM
stupid me and my ability to not look at usernames. X_X
 
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