Thanks for all the editor suggestions. I probably should've mentioned I only have Linux, hence the preference for free software (so I can compile it myself if need be).
Re ASEprite: programs that make permanent changes to system settings without my permission have no place on my hard drive. And making my mouse unusable isn't very helpful to begin with. I could probably use it with my laptop trackpad, but that's a special kind of torture all by itself.
It's a shame, too, because it looks like a great tool.
Marscaleb wrote:
For such a simple and cartoony design, I would admonish you to avoid using black inside the tiles; only keep it as an outline; don't use it inside an object. The reason being, you want to establish a set of clearly-identifiable rules for how to read a scene. Everything that can block your path or that you can jump on ought to be instantly known just by looking at it.
Marscaleb wrote:
A game ought to have some clearly-different edges; the top of those hills ought to look noticeably different than the middles so that the top edge is clearly identifiable. The edge of the walls need to look clearly different so that they look like walls. This is a universal piece of advice for all games.
Since you are using an outline in your art style, you have a natural tool to use to distinguish boundaries for what the player can touch. As such, I would say to only use a black outline on objects the player can touch, and ALWAYS use it for objects the player can touch.
But you can achieve the same goal through other methods; you could use a distinct pattern on the edges you can touch, you could keep separate palettes for objects depending on if you can touch them, etc. There is a lot that you can do, but I advise you to pick something and keep to it.
I get what you're saying, and I've already taken some steps in that direction - that's why I took the black out of the hill pattern, and realigned it so the tops of hills are all light while the base is always dark - but I think removing the outlines entirely is a little extreme. More to the point, I don't think I could pull it off. Black outlines are my bread and butter, they're the first thing I draw and they make the colors play nice with each other.
Take a look at Super Mario Bros. 3; it has a "simple and cartoony design" yet outlines absolutely everything. What rules would you say it uses? Serious question - whatever it does, it works, and I want to steal it.

All I can tell is that background objects all seem to be rounded and interactive objects all seem to be angular.
Marscaleb wrote:
To that end, I suggest a slight revision to those bushes, which I would *assume* the player cannot stand on. Have their outline use the dark green (except maybe near the bottom) so that they don't "pop" out as much; make the background look different from the foreground.
Like this?
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mockup-2b.png [ 1.31 KiB | Viewed 2849 times ]
It doesn't really look that great to me. The green only looks dark elsewhere because of context; next to the pale sky it doesn't really work as an outline.
Marscaleb wrote:
If you were able to swim, I would suggest having the top of the water have a black outline as well.
You can indeed swim, though my water physics are pretty awful. But the top of the water isn't solid, and every other long, horizontal black line indicates something you can walk on. So I used white instead; it's a boundary, but not an obstacle.
Marscaleb wrote:
I like the dirt with the dots in it. It looks more interesting. The hills have this wavy pattern, the clouds have this curly pattern, the grass has a nice shaggy pattern, the bushes have a cresting pattern, but then the dirt is just a solid color? No-no-no-no, keep your art consistent. If you use just a solid color, use solid colors everywhere. If you put in little patterns, but in patterns everywhere. And the patterns look better IMO; more distinct and unique. The dirt and the water ought to have a pattern in them. (You can get away with the sky being a solid color though, because that's what sky looks like in real life.)
I like the simple dot pattern you were using; it is effective, makes it look like dirt, and matches the rest of your style. But if you don't like the simple dots, trade them up for something else. You could make a sharp zig-zag pattern or another waving pattern, and it could still look consistent with the rest of the style.
I don't lke the original dirt and grass, to be honest. The noisy look clashes with the rest of the style. And I tried putting patterns in the dirt but it looked even worse, so I just gave up and flood-filled it. Which doesn't look great either, but it works. There's nothing interesting in the dirt anyway, gameplay-wise.
Now that I think about it, I could try some larger circles as a stratified "bubble" pattern. That might work, for both the ground and the water.
Marscaleb wrote:
i like the more natural-looking grass pattern you use in the first picture, but the the more stylized-grass in the second one is okay too. As for which one looks better, that is really going to depend on how everything else looks. We're only staring at one screen. What does the rest of the level look like? If we come across a building what will that building look like? What about the inside? What about the next level?
If you want to split hairs about which looks better, the question is really going to be, which will better match the rest of the game's style. For my vote, I like the style indicated by the first image, but if it doesn't match everything else, then it won't work.
I didn't really have much of a style in mind when I started, and it shows. But the bold outlines, flat colors and stylised patterns I gravitated towards reminded me of
Ukiyo-e, which I think would suit my apparently animé-esque character design tendencies.
But the bottom line is I really have no idea what I'm doing. I ditched the noisy, natural look because I'm bad at drawing it. Those dots aren't even random; they're placed in a regular pattern of triangles. One thing I really want to do is make some good waterfront cliffs. Rocky background, grassy surface on top, water at the bottom, and the odd waterfall in the background. Maybe a cave tileset to go with it. But I just can't get a decent looking rock pattern. Or anything that isn't geometric, really. Any suggestions? How would you go about doing stylized rocks?
tokumaru wrote:
One thing I've recently started to consider very important is aspect ratio correction. Whenever you have things rotate, you need to see the graphics in the correct aspect ratio to be able to draw them consistently at different angles.
I don't have any ambitions of rotating things, but I've been meaning to check on that anyway. NTSC artifacts too. Maybe I should code an NTSC filter into my prototype. Or just hurry up and finish coding the NES version...