SFault's (franken) art
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- Elvish_King
- Posts: 139
- Joined: December 22nd, 2014, 12:52 pm
- Location: Germany
Re: SFault's (franken) art
First three units are very good (Personally I liked the old staff more zhan the new ). The fourth one looks a bit too tall and boring because he has everywhere the same colour. I suggest recolouring the armour with bronze or gold. . The mace girl has a good overall looking but she holds her mace in unnatural way. The yellow mage is perhaps also a bit too tall, I don't really know...
I like the cat although it is a bit tiny and hard to read.
But very good looking sprites here!
I like the cat although it is a bit tiny and hard to read.
But very good looking sprites here!
Re: SFault's (franken) art
I think I solved the problem with the scepter and gave her also a lower level version. The yellow mage shall be tall. I fixed the mace a bit but now the loin cloth looks quite flat. I tried to recolor white dude's armor but that didn't work too well. Maybe I'll try something else later. I also added new unit which is gonna be the hero. Is it bit too boring looking?
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Re: SFault's (franken) art
For quite a while I've been dreaming of doing a 4th level Wose. Let me present Archaic Wose (next to the ancient wose for comparison). I'm not totally satisfied with his right arm, so all ideas for it are welcome.
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- Broccoli beefcake
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Re: SFault's (franken) art
I believe unique "woses" based on different trees would be appreciated.
I am a Saurian Skirmisher: I'm a real pest, especially at night.
- Elvish_King
- Posts: 139
- Joined: December 22nd, 2014, 12:52 pm
- Location: Germany
Re: SFault's (franken) art
I like the idea of a lvl.4 Wose for some campaigns or UMC. About the arm: I think it would look better if the ellbow is a bit lower.SFault wrote:For quite a while I've been dreaming of doing a 4th level Wose. Let me present Archaic Wose (next to the ancient wose for comparison). I'm not totally satisfied with his right arm, so all ideas for it are welcome.
Re: SFault's (franken) art
I'm doing this dwarven campaign and one thing in it is mining. There will be miner units who can go and mine at least gold but maybe also iron and saltpeter. It will work so that the miner unit goes first to the gold vein, then turns into carrying mode and needs to return to the base. In base there will be a storage building which will launch the event and extra gold is added to the player's money.
So I need an image for the storage. I've started working with this and decided to hear some comments before going further. The door is mostly a place holder and I'm not so sure about those windows either. Mainly I would like to know if that looks like a storage instead of a village.
So I need an image for the storage. I've started working with this and decided to hear some comments before going further. The door is mostly a place holder and I'm not so sure about those windows either. Mainly I would like to know if that looks like a storage instead of a village.
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- beetlenaut
- Developer
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- Location: Washington State
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Re: SFault's (franken) art
I think if you keep it very plain and simple, it won't look like a village. I like the windows, but I would remove some of the details around the door.
Campaigns: Dead Water,
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
Re: SFault's (franken) art
Looks pretty nice for me .
About the roof - you won't leave it with this big grey stain, will you? I also think that removing the roof may make it less similar to village. (you would also show the player how many stocks are inside ).
About the roof - you won't leave it with this big grey stain, will you? I also think that removing the roof may make it less similar to village. (you would also show the player how many stocks are inside ).
- Midnight_Carnival
- Posts: 836
- Joined: September 6th, 2008, 11:08 am
- Location: On the beach at sunset, gathering coral
Re: SFault's (franken) art
I "misread" your tile as a wall tile or part of one.
For the purpose you described I think it would work but suggest changing roof to either more stone texture or if underground leave it black as it connects to roof of cavern?
I think that a set of wall tiles based on your tile would look nice though.
For the purpose you described I think it would work but suggest changing roof to either more stone texture or if underground leave it black as it connects to roof of cavern?
I think that a set of wall tiles based on your tile would look nice though.
...apparenly we can't go with it or something.
Re: SFault's (franken) art
Thanks for comments. I intend to do a larger, possibly simpler door. The roof and walls are obvious WIP.
Some darker wall tiles might be a good idea, but most likely they aren't going to be made by me
Some darker wall tiles might be a good idea, but most likely they aren't going to be made by me
Re: SFault's (franken) art
OK. Here's version with big door and some stone texture. Making the texture was hard for me but I'm quite happy with the result. I also included a sample what it looks like underground.
There is no shadow, the positioning is bit off, and the sprite is clipped by the neighbor hexes. I used the HIGHLIGHT-macro. Apparently I need to do it in some other way.
There is no shadow, the positioning is bit off, and the sprite is clipped by the neighbor hexes. I used the HIGHLIGHT-macro. Apparently I need to do it in some other way.
Re: SFault's (franken) art
Your darven village looks quite nice (even more for someone very far from your sprite art skill like me). However I think you could do a simple improve: Remove windows from front wall and lower altitude of windows on side walls. Windows that are very high in comparation with top limit of door looks quite weird for me: none could look throught them, and even less could use so high windows a dwarf (as alternative you could draw 2 rows of windows if you want suggest a 2 floors building).
Be aware English is not my first language and I could have explained bad myself using wrong or just invented words.
World Conquest II
World Conquest II
- beetlenaut
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Re: SFault's (franken) art
This is a storehouse not a village. High windows are normal in that type of building to let in some light. The dwarves are not supposed to look through them. (Using high windows in a storehouse is safer than lighting torches--especially if it's used by thunderers!)tekelili wrote:Windows that are very high in comparation with top limit of door looks quite weird for me: none could look throught them, and even less could use so high windows a dwarf
Campaigns: Dead Water,
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
Re: SFault's (franken) art
My bad for supossing we were underground and light was going out from buildings, instead coming in from outdoorbeetlenaut wrote:his is a storehouse not a village. High windows are normal in that type of building to let in some light. The dwarves are not supposed to look through them. (Using high windows in a storehouse is safer than lighting torches--especially if it's used by thunderers!)
Be aware English is not my first language and I could have explained bad myself using wrong or just invented words.
World Conquest II
World Conquest II
Re: SFault's (franken) art
Thanks. Also, I think the low windows would get blocked soon if there is lots of stuff in the storage.tekelili wrote:Your darven village looks quite nice (even more for someone very far from your sprite art skill like me).
Now to think of it. I might try out a 4 hex version that would definitely be differentiated from a village.