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Re: Tiles that could use improvement

PostPosted: Wednesday, 25th February 2015, 21:19
by duvessa
the second one looks like a metroid

edit: this is a joke if you couldn't tell

Re: Tiles that could use improvement

PostPosted: Wednesday, 25th February 2015, 21:21
by and into
duvessa wrote:the second one looks like a metroid


I was literally just about to post this.

Yes, to me, even the second one looks like a metroid. Not sure how bad/much of a problem that is, but I imagine people will have that association for either of those tiles.

Re: Tiles that could use improvement

PostPosted: Wednesday, 25th February 2015, 21:47
by CanOfWorms
Hmm, what about different colors for the core-thing? Changing the shape would help too but I don't have any ideas for that.
Image

Re: Tiles that could use improvement

PostPosted: Wednesday, 25th February 2015, 22:19
by Bloax
I certainly wouldn't mind a metroid reference in this game, since it's pretty cool and all.

Re: Tiles that could use improvement

PostPosted: Thursday, 26th February 2015, 07:43
by roctavian
CanOfWorms, I extremely dig the tiles you've made.

Arch, I do think I will bump that one particular floor set up in brightness a smidge.

Re: Tiles that could use improvement

PostPosted: Thursday, 26th February 2015, 09:14
by Pereza0
Ironically enough cold is one of the few things metroids are vulnerable to....

Re: Tiles that could use improvement

PostPosted: Friday, 27th February 2015, 04:28
by CanOfWorms
And now a WIP bone dragon:
Image
Pretty satisfied with it myself, waiting for some more feedback at the moment. This is how it looks in-game:
Image

Re: Tiles that could use improvement

PostPosted: Friday, 27th February 2015, 05:18
by roctavian
CanOfWorms wrote:And now a WIP bone dragon:
Image
Pretty satisfied with it myself, waiting for some more feedback at the moment. This is how it looks in-game:
Image


I'd slightly darken the tail, the upper arm which is below the head, and lower portion of the right hand -- I also don't really like it when a tile runs so close to the edge it can't have a back border, so maybe the right hand could be moved left a pixel? Overall it looks quite good, and I'm excited for it to replace the current bone dragon.

I also have concerns about how the tail curves directly into the left hand -- it disrupts the silhouette.

You should consider this an invitation to make tiles for all dragons.

Re: Tiles that could use improvement

PostPosted: Friday, 27th February 2015, 05:51
by duvessa
roctavian wrote:You should consider this an invitation to make tiles for all dragons.
Image

Image

Image

Re: Tiles that could use improvement

PostPosted: Friday, 27th February 2015, 19:02
by CanOfWorms
Alright, ontoclasm took a shot at it and the edits look pretty good, most of roctavian's issues were also fixed. Here's the current version after some minor tweaks:
Image

Re: Tiles that could use improvement

PostPosted: Friday, 27th February 2015, 19:26
by XuaXua
duvessa wrote:
roctavian wrote:You should consider this an invitation to make tiles for all dragons.
Image


A dongon?

Re: Tiles that could use improvement

PostPosted: Monday, 2nd March 2015, 06:57
by CanOfWorms
rip dongon
Image
Iron and Golden dragons are monochrome and look a but too much like statues, I'll mess around with them more later.

Re: Tiles that could use improvement

PostPosted: Wednesday, 4th March 2015, 10:43
by comebackshane
My price for the absolutely worst tile currently in-game goes to the earth elemental though

Re: Tiles that could use improvement

PostPosted: Wednesday, 4th March 2015, 11:08
by Bloax
Image
I have quite a bunch of good things that aren't in the game.

Re: Tiles that could use improvement

PostPosted: Monday, 9th March 2015, 14:12
by Sar
and quite a bunch of bad things that are

Spoiler: show
Edit: that elemental looks fine to me though, I'd like to see it in the game.

Re: Tiles that could use improvement

PostPosted: Wednesday, 18th March 2015, 16:03
by Grudge
I have an addition for the iron dragon.

Re: Tiles that could use improvement

PostPosted: Wednesday, 15th April 2015, 14:45
by floatRand
Here's my attempt at improving Tiamat.

Re: Tiles that could use improvement

PostPosted: Saturday, 18th April 2015, 02:03
by catbread
Spriggan Rider? Crits? :D?

Re: Tiles that could use improvement

PostPosted: Saturday, 18th April 2015, 05:32
by duvessa
Compared to existing tiles, a little too flat. And the spriggan looks like it's facing the wrong way, and may or may not have legs.

Re: Tiles that could use improvement

PostPosted: Saturday, 18th April 2015, 13:20
by floatRand
Entropy Weaver tile, edition 'Pissmaster'.
entropy_weaver.png
entropy_weaver.png (1.85 KiB) Viewed 68535 times

Also some silly tile I made that could work as placeholder for Crown of Eternal Torment.
crown-of-eternal-torment.png
crown-of-eternal-torment.png (1.32 KiB) Viewed 68535 times

Re: Tiles that could use improvement

PostPosted: Saturday, 18th April 2015, 17:52
by catbread
Okay, less flat. More of a leg. I made the wasp have a bigger butt because I realized I had a lot of the 32x32 left to use but I'm not sure if I like it. More critique please!!

Re: Tiles that could use improvement

PostPosted: Saturday, 18th April 2015, 21:39
by catbread
Okay, I think I'm gonna roll with this spriggan rider?
Image


Does anybody have opinions/critiques on these giant concepts? I won't be offended if you straight up hate them. I'm not sure how I feel about them.


Image

Re: Tiles that could use improvement

PostPosted: Wednesday, 22nd April 2015, 07:06
by tedric
It is my understanding that the Crawl tile art convention is to use a slightly angled "top-down" perspective to emphasize the hugeness of huge monsters. Your redesigns are all straight-on, so they lose the sense of scale. The two-headed giant could just as easily be a two-headed hobbit.

which should, like, totally be a thing

Edit: Also, what are the third and fourth creatures from the left? (the one w/ the blue baseball cap and the one that looks like mostly-cooled lava) I don't think I've ever seen them in-game.

Re: Tiles that could use improvement

PostPosted: Wednesday, 22nd April 2015, 12:12
by floatRand
tedric wrote:It is my understanding that the Crawl tile art convention is to use a slightly angled "top-down" perspective to emphasize the hugeness of huge monsters. Your redesigns are all straight-on, so they lose the sense of scale. The two-headed giant could just as easily be a two-headed hobbit.

which should, like, totally be a thing

Edit: Also, what are the third and fourth creatures from the left? (the one w/ the blue baseball cap and the one that looks like mostly-cooled lava) I don't think I've ever seen them in-game.

They are both from sprints. The Iron Golem and Chuck.

Re: Tiles that could use improvement

PostPosted: Sunday, 28th June 2015, 06:58
by white_noise
ontoclasm wrote:Less critical:
Warg
Quokkas

I redid my warg to make it little less toy-ish.
warg.png
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Here's variant with a collar for domesticated wargs that often run with orc parties.
warg_collar.png
warg_collar.png (4.32 KiB) Viewed 68337 times


And there is my old quokka, if needed. Can't see anything wrong with it.
quokka_lighter_and_bigger.png
quokka_lighter_and_bigger.png (3.42 KiB) Viewed 68337 times

Re: Tiles that could use improvement

PostPosted: Sunday, 28th June 2015, 12:11
by white_noise
ontoclasm wrote:Need major improvements:
Alligator and baby

About that...
I suggest using current crocodile tile for alligator, cause it's bigger and scarier.
I edited it a bit and here it is.
alligator.png
alligator.png (4.82 KiB) Viewed 68321 times

Feel free to use old (unedited) one if you like, but it was rubbing me the wrong way.

Here's an alligator baby.
alligator_baby.png
alligator_baby.png (4.51 KiB) Viewed 68321 times


And here's a new crocodile.
crocodile.png
crocodile.png (4.53 KiB) Viewed 68321 times

It's another edit of current croc, but I guess it's ok for alligator and crocodile to look kinda similar (although there is plenty of difference if you look close enough).

Re: Tiles that could use improvement

PostPosted: Sunday, 28th June 2015, 18:23
by white_noise
ontoclasm wrote:Need major improvements:
Small abominations

I attempted to make them, but can't say I'm too happy about the result.
Anyhow, here they are:

Re: Tiles that could use improvement

PostPosted: Saturday, 4th July 2015, 13:26
by white_noise
Here's Geryon:
Geryon.png
Geryon.png (5.26 KiB) Viewed 68252 times


Any feedback?..

Re: Tiles that could use improvement

PostPosted: Monday, 6th July 2015, 16:33
by byrel
He looks scary and potent. And like he has 3 heads. :D

Re: Tiles that could use improvement

PostPosted: Friday, 10th July 2015, 07:14
by white_noise
What do you, guys, think of this vampires remake?..
vampire.png
Reason: current vampire looks like a caricature. This one is just a creepy pale dude - no silliness.
vampire.png (3.81 KiB) Viewed 68185 times

vampire_knight.png
Reason: current vmpire knight is ok really, but a bit too blend. This one has more character. And looks great with weapon in hand.
vampire_knight.png (3.72 KiB) Viewed 68185 times

vampire_mage_better.png
Reason: current mage is actually works pretty well with my tiles, but I did a new one anyway.
vampire_mage_better.png (4.31 KiB) Viewed 68185 times

vampire_Jory.png
Reason: current Jory is plain silly. It's fun, I guess, but I think that most powerful vampire should look more menacing.
vampire_Jory.png (3.64 KiB) Viewed 68185 times

Re: Tiles that could use improvement

PostPosted: Sunday, 12th July 2015, 04:44
by white_noise
Mummies.
mummy.png
mummy.png (4.32 KiB) Viewed 68160 times

mummy_guardian.png
mummy_guardian.png (4.55 KiB) Viewed 68160 times

mummy_priest.png
mummy_priest.png (4.34 KiB) Viewed 68160 times

mummy_greater.png
mummy_greater.png (4.41 KiB) Viewed 68160 times

mummy_Menkaure.png
mummy_Menkaure.png (4.44 KiB) Viewed 68160 times

mummy_Khufu.png
mummy_Khufu.png (4.54 KiB) Viewed 68160 times

Re: Tiles that could use improvement

PostPosted: Tuesday, 13th October 2015, 17:36
by Tapsu
That is a very good reference, I feel like I really should give it another try. Previously the main reference was https://en.wikipedia.org/wiki/File:Black%26brownbears.JPG, chosen because the light direction seemed to be close to what it needs to be, and because I thought fur was complicated (but interesting to learn).

While I am at it, maybe I should also shorten the polar bear neck a bit? Long neck is a characteristic feature, but now it looks like I might have exaggerated too much.

And there are some other experiments I might try. If there are suggestions, I appreciate the effort of writing about them.

edit:

Ok, here's a little attempt to adjust the shading on the original image without full redraw:
Image
The back leg highlight in the previous version might have been from the reflex light from the white surroundings.
Maybe the front leg highlight could continue a little bit higher to hint continuation of the shoulder hump highlight.
Maybe head could be smaller, I think it somewhat resembles a mole now. I still don't quite get it how it could resemble a wolf.
Kept the exaggerated chubby round body which should be characteristic to black bears.

A teeny bit different proportions on polar bear:
Image
Considering that the body is more turned away from the viewer than the neck (I hope it looks that way) it should look OK now, if the three pixel angle on the back also looks OK.

A bit less angular shading on the grizzly:
Image

And I am still wondering why you have shard shrikes but prefer real bears to bugbears and owlbears.

As for the bennu, maybe bringing the head lower might make more space for the crest, or maybe a star above the head would be enough.
I was hoping the crazy color scheme would make it magical enough, but really I don't know the context of bennu in the game, like the monsters that are usually seen with bennu might make it look bland and it might indeed need some flames or something.