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Hey all, I'm going to be porting a C++ allegro map editor and rpg to freeBASIC but before I do that I'm going to make up some graphics and tutorials. So I'm just wondering, how does my tree and grass look in my map editor? By the way, I know the leaves look small but the resoultion of the rpg is 400*300 so it looks much better/bigger in game.

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The grass looks a bit repetetive.. and is also too bright/is too sharp

It looks like the trees are hovering above it..


Take away the extreme color diff on the grass(the bright green) and it should look better

The trees are ok, except they too have too bright green pixels...


Overall, it looks good.
I quite like it. It's very easy on the eyes...
I love the trees' trunks, they're rather well done-- And personally I'd keep the high contrast the tree tops have. After all, it will be viewed in a lower resolution. I agree with Z!re on the grass though, it could do without the brightest shade of green.
Thanks for the critisim but the reason I made the bright grass tile is to make it stand out more, look taller. I'll be making more tiles for it so its less repetative though. I only wanted critisim on the individual tiles. ;-)
To get a high grass feeling, use a slightly darker bright green, and draw it 2-3 pixels vertically..

Although, that is hard to do without making it look repetetive
The sprites itself look good tbh, good job. I've got a number of tips though.

First of all, try using a little bit more colours of green for the grass tiles, as well as a small amount of green-brown, in order to look it a little bit more realistic.

Secondly, try the static objects on your playfield to be objects, not implemented in the game map itself, because this doesn't allow dynamic clipping and behind-viewing of it. So try make the tree a separate sprite itself, and add it as an object over the map. This way you can place the tree on grass, dirt, lava, whatever without having to draw the trees over and over again.

Looks nice already Big Grin
The tree is layered actually. Accept for the base part of it. If you look at my map editor you'll see three layers, they're all in effect. Thanks for the tip though.

Regarding the grass tile, can anyone give me an example of how to make the grass thicker? I don't really understand by the descriptions.

P.S. Neo: Thanks a lot for the comment on the grass about using a kind of brownish pixel. I've tried that before but its difficult to get the right color. I'll try that again.
your graphics are of the finest possible NES standard quality.
Quote:your graphics are of the finest possible NES standard quality.
Haha... NES? WAYYY too many colors to be NES. :wink: I'd say SNES or Genesis. Tongue
Quote:First of all, try using a little bit more colours of green for the grass tiles, as well as a small amount of green-brown, in order to look it a little bit more realistic
Actually... You don't need lots of colors for a grass tile. To reference Tsugmo's tutorial, Seiken Densetsu 3 used 3 colors for its grass. It's just how you use them... Using too many colors in such a small tile almost always results in it looking horribly cluttered.
Here's the tileset I use currently for my RPG project..

It's only the base tiles..

And they don't really show what it is yo uwant, and they all use helluva lot of colors... the numbers are just for my reference, ignore them.

I didnt do all of them, about half I found on a website.. the other half i made in paint.. yes.. ms paint Big Grin
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