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I've been programming in Java for a few years now and have very little to complain about, especially with my recent discovery of LibGdx. I also messed around a little with Objective-C and created a simple iOS game called Spikes Balloon (yes, it's on the app store ).
I'd like to learn C#, but I currently have too many things that I'm already doing to learn an entirely knew language (although it is similar to Java).
That does work, but I had thought you were using a program that already had tools that anti-alias as you draw them, with things as simple as the brush tool (instead of the pencil tool) being one example in Adobe Photoshop. If you don't, I really suggest you get one, since this is meant to be sold and all.
I use Gimp, I just wasn't really thinking when I asked that
Well, if it's primarily meant to be designed for a smartphone, I think you may be better off using more extreme coloring (either bright or dark) and adding those little details to make it seem more professional, since right now it looks like the sort of thing people will often expect from early SNES games or things made with RPGmaker on people's free time. Of course it's not like graphics mean everything, especially for a smartphone game, but it's the main thing people can judge before they try to buy it if they have any form of previewing. I don't have a lot of experience with smartphone games though(never played Angry Birds or whatever's the popular one these days) or discuss them a lot with others so I don't know the standards people have for that kind of stuff.
One thing I suggest avoiding is the pixel art aesthetic, since it pretty much screams "amateur" and "on a low budget" unless you're going for some nostalgia feel on an already significant franchise (I believe megaman did that?) Even if the maximum size available on certain devices suggests you should use graphics like that, the use of automatic anti-aliasing and a cleaner aesthetic(involves simplifying, like for example cleaning the texture on the top of those walls to become smoother) has a huge effect on making it seem less dated and more "highres".
Alright, I get that. These don't necessarily need to be the best tiles yet, as I'm only beginning the game. So do you suggest making the tiles at a larger scale and downscaling to get the anti-aliasing effect? Or how should I do it?
QUOTE (Fire Blazer @ Jun 15 2014, 04:35 PM)
it's ok
the funny thing is that the watermarks aren't actually good enough to prevent the tiles from being taken
like there are enough working working tiles for me to steal all the base tiles you used
just saying
That's why I added the darker shadow above the image so that any tile taken would look discolored, as if it didn't belong in it's spot.
I'd like to try to sell it, but I think as long as the tiles look at least half decent then people will play it for it's gameplay (I hope ). It's not supposed to be one of those super slick, does almost nothing, iOS apps that are near always on the front page.
Oh yeah, this is nowhere near done and I decided to make a map using the tiles because it shows off what they look like much better than just having the tiles lieing around. I just wanted to know if the style looks alright and whatever, but thanks for the tip about variation so far I've been making 2 types per tile, with each type having slight variations over the other (like the color on the stone and grass). The overall desig of the tiles are the same though. So you think I should have differently assembled stones in the different wall tiles?