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HourglassHero — New Tiles

Published: 2011-10-20 23:19:23 +0000 UTC; Views: 3973; Favourites: 42; Downloads: 64
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Description Another small teaser!
of the current amazing state of the tileset by ~Aigue--marine !!!

Featuring the region's custom tileset!
AND AN AMAZING CUSTOM MADE FLAG POST! <3

I fixed some tile errors! XD
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Comments: 38

AzeonDesign [2012-12-12 01:27:28 +0000 UTC]

Hey! Just asking what software did u use to make this?

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Rezfan [2012-02-07 00:45:53 +0000 UTC]

O__O
From the back the character looks like a blond girl, i've been seeing that with the orange part of the hat.
It's still a really good pic though :'D

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HourglassHero In reply to Rezfan [2012-02-08 19:01:42 +0000 UTC]

that is somewhat old! XD
thanks though for the comment!

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Rezfan In reply to HourglassHero [2012-02-08 19:05:12 +0000 UTC]

Xp

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SuperDan2110 [2011-12-29 13:01:34 +0000 UTC]

I really like it, apart from you uploaded too big.

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HourglassHero In reply to SuperDan2110 [2011-12-29 13:38:36 +0000 UTC]

too big as in?

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SuperDan2110 In reply to HourglassHero [2011-12-29 13:57:45 +0000 UTC]

The size when you view it.

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FoxFornication [2011-11-10 16:16:27 +0000 UTC]

Improve the foot of the flag posts, they look a bit too 2d as they are.

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Jim6000 [2011-10-21 14:29:30 +0000 UTC]

WOW!
This is awesome!

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NSora-96 [2011-10-21 12:37:06 +0000 UTC]

I really like it!

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tangocoyo [2011-10-21 09:42:30 +0000 UTC]

You should up the saturation 30% in sai.

trust me, it looks great.

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HourglassHero In reply to tangocoyo [2011-10-21 09:46:00 +0000 UTC]

i was thinking the opposite!
u will see! ^^

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tangocoyo In reply to HourglassHero [2011-10-21 10:12:26 +0000 UTC]

lol, okay!

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angeldelivery [2011-10-21 07:11:09 +0000 UTC]

The new tiles are really good but i quite liked the older pallets. Those seems to be too bright so i'd prefer using older tiles

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HourglassHero In reply to angeldelivery [2011-10-21 09:15:01 +0000 UTC]

hue and saturation can be easily adjusted so that is not a problem! :3

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angeldelivery In reply to HourglassHero [2011-10-21 14:26:15 +0000 UTC]

Well yeah i know that I'm just saying that i don't like pallets like this pretty much but they still looks amazing

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ProfessorCedar [2011-10-21 00:05:44 +0000 UTC]

MAKE THIS AWESOME FUCKING GAME SO I CAN PLAY IT AND FILL IT WITH MY POKEMON.

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CallMeGav [2011-10-20 23:55:42 +0000 UTC]

Strongly lacking in fluidity

👍: 0 ⏩: 2

HourglassHero In reply to CallMeGav [2011-10-21 09:23:53 +0000 UTC]

if it is again for the outlines, i will not change that,
since i am satisfied with the way it looks! ^^'

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CallMeGav In reply to HourglassHero [2011-10-21 12:45:09 +0000 UTC]

...it's not the lack of outlines haritos

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HourglassHero In reply to CallMeGav [2011-10-21 13:38:14 +0000 UTC]

then explain to aigue ^^'

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CallMeGav In reply to HourglassHero [2011-10-21 15:50:05 +0000 UTC]

Done

👍: 0 ⏩: 0

Aigue--marine In reply to CallMeGav [2011-10-21 01:42:15 +0000 UTC]

Would you mind explaining... ?

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CallMeGav In reply to Aigue--marine [2011-10-21 15:48:36 +0000 UTC]

When I say fluidity, I mean everything doesn't flow very well. As in there is clear divisions between the trees and the grass, too much contrast at the bottom. The grass tiles don't flow well either, they're really repetitive, you can see the border of each of them because the pattern is so obvious and it makes everything look disjointed. If you're going with one tile grass, make it less conspicuous such as in HGSS or games prior to it. Or else go with the grass style for B&W which each grass tile flows into the other. The shadow below the tall grass is too heavy. And the issue with the short grass is the same as in the mountain ground, it just looks so repetitive. Also to note, the shadows below the rocks and the mountains are different hues, and are both too heavy also, they need to be less opaque in both cases also. The stairs also lack depth, they seem so flat. Needs more detail to actually look like there's a steepness to it. The sides of the tall grass is also quite suddenly flat. And in contrast to everything, those polls have a really dark palette.

Sorry I was vague in my previous comment,I was in a bit of a hurry to go to sleep. But I hope that helps.

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Aigue--marine In reply to CallMeGav [2011-10-22 23:09:22 +0000 UTC]

taken into account

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altariaking In reply to Aigue--marine [2011-10-21 02:18:39 +0000 UTC]

the transition.

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Aigue--marine In reply to altariaking [2011-10-21 02:40:55 +0000 UTC]

...he didn't use XP to make this, so the shadow beneath the cliffs looks darker than it really is.
Also so far he hasn't specified exactly what lacks in fluidity...

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CallMeGav In reply to Aigue--marine [2011-10-21 15:49:59 +0000 UTC]

Don't make me out to be a criminal lol. Anyway, it's explained. The shadows aren't the problem with fluidity though, fluidity is mainly found in grass, and how the grass relates to the trees and the objects etc.

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chickenoll [2011-10-20 23:55:28 +0000 UTC]

They look beautiful.

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TenTango [2011-10-20 23:41:22 +0000 UTC]

The color does flow nicely, but your transition from light to dark is a little harsh. You could try to lighten the shadows a little.

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SonicsShadowisSilver [2011-10-20 23:41:08 +0000 UTC]

oh gosh to cool

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MisterReno [2011-10-20 23:29:07 +0000 UTC]

Your ground and grass tileset are a little repetitive but I like the colours

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altariaking [2011-10-20 23:26:03 +0000 UTC]

Shadow on the grass is quite straight, maybe rounden it a little? Then again what do I know.

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tangocoyo [2011-10-20 23:21:12 +0000 UTC]

So I'm not the mapper..?

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HourglassHero In reply to tangocoyo [2011-10-20 23:22:01 +0000 UTC]

that is a test map! XD

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tangocoyo In reply to HourglassHero [2011-10-20 23:30:57 +0000 UTC]

Only thing that really bothers me is the grass. Too... bright, I guess.

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tangocoyo In reply to HourglassHero [2011-10-20 23:23:49 +0000 UTC]

oh, lol.

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RayquazaMaster [2011-10-20 23:19:40 +0000 UTC]

Nice!

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