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It's alright...IMHO the brown tiles shouldn't have green stuff on the edges, and try to make the grass look less like it has borders. Like, make the top and bottom of the grass tile a mirror-image-pattern, and left side a mirror image of the right. Then you what you want in the middle.
f only life let you press CTRL-Z.
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Freebasic is like QB, except it doesn't suck.
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Quote:It's alright...IMHO the brown tiles shouldn't have green stuff on the edges, and try to make the grass look less like it has borders. Like, make the top and bottom of the grass tile a mirror-image-pattern, and left side a mirror image of the right. Then you what you want in the middle.
The brown ones are blocks, not tiles.They are supposed to be walls made of sand (I really should rotate them around).
I made the grass by accident by messing around in Pixia, but i'll try to make mirrored like you suggested
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General advice:
1.- Tone down that saturation and contast! My eyes hurt! - Background tiles have to be "weaker for the eye" than sprites.
2.- Make several tiles of each kind (sand/grass) and scatter them randomly and you'll get a better looking map.
3.- For small tiles/sprites, you better do pixel art. Trust me, it's just a matter of practice.
4.- You'd be surprised that most of the time GFX look way more "proffesional" if you keep yourself away from choosing "pure" gradient colours - lots of good ol' QB games looked that noobish and amateur just because of this simple reason.
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I've made the grass arker and *tried* to round off the hook of the key
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Still looks pretty tiled, but I never found grass tiles to be particularly easy to make anyways...perhaps try using a single solid colour, then making a few variations with blades of grass, a rock, etc...
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One thing I did once for grass (though it may be too crappy), is take a soldi grass color, then add some darker/lighter spots in random places. Then, add noise, noise, and more noise. Seemed to work out ok.
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Having multiple tiles for the same thing can help too. 3-4 grass tiles etc.
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Some programs, such as pp256, allow you to "scroll" the tile. This basically moves the tile one pixel down(or up, down, left and right), and the bottom row of pixels moves up. You can rinse and repeat if you want. It's a very handy tool, and allows you to see the grid before you put it in a game, and eliminate it.
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