by GB » Sun Jun 29, 2008 2:22 am
I personally favor using black as your normal background space color. Though the screenshots you were asking about show the limitations of that method.
I really like the Ultima tile set, though I never played any of the Ultima games, but the one problem I have with it is the extensive use of the brick floor tiles, especially as backgrounds to tables, objects & etc. I would seriously consider editing those graphic tiles to have a black, or else a generally much darker background.
The history tile set suffers from the same problem, but to a much lesser degree. The brick floor it uses, being comprised mostly of black with dotted brick outlines makes the character's borders much less obtrusive.
Another very good solution is that shown in the last area of the new demo adventure, which has characters with a grey background against mostly grey tiles.
All of the good solutions have this in common: They rely on a neutral color, grey or black, which is dominant in all background spaces.
What I mean is probably best contrasted with the yellow desert approach of your game. If you followed the convention of the history tile set, by representing the desert with a tile that was mostly black, with only a few yellow dots the characters would blend in much better.
I don't blame you if you don't like that, but I think it beats setting them off so strongly with black boxes.
What might work better for you, is using grey as the dominant background color. Set character backgrounds to gray and symbolize the desert with dots of yellow and orange. Not the most strongly saturated or the brightest yellow either. Symbolize roads with gray dotted with darker gray, and maybe some slightly lighter gray, some black and some low-saturation, neutrally toned blue. Symbolize grass, if you have any, with gray with dots of green and brown. etc.
Though considering how much work that might be, I think I'd prefer to start with a set that uses mostly black, and modify it to use more black more consistently.
I personally favor using black as your normal background space color. Though the screenshots you were asking about show the limitations of that method.
I really like the Ultima tile set, though I never played any of the Ultima games, but the one problem I have with it is the extensive use of the brick floor tiles, especially as backgrounds to tables, objects & etc. I would seriously consider editing those graphic tiles to have a black, or else a generally much darker background.
The history tile set suffers from the same problem, but to a much lesser degree. The brick floor it uses, being comprised mostly of black with dotted brick outlines makes the character's borders much less obtrusive.
Another very good solution is that shown in the last area of the new demo adventure, which has characters with a grey background against mostly grey tiles.
All of the good solutions have this in common: They rely on a neutral color, grey or black, which is dominant in all background spaces.
What I mean is probably best contrasted with the yellow desert approach of your game. If you followed the convention of the history tile set, by representing the desert with a tile that was mostly black, with only a few yellow dots the characters would blend in much better.
I don't blame you if you don't like that, but I think it beats setting them off so strongly with black boxes.
What might work better for you, is using grey as the dominant background color. Set character backgrounds to gray and symbolize the desert with dots of yellow and orange. Not the most strongly saturated or the brightest yellow either. Symbolize roads with gray dotted with darker gray, and maybe some slightly lighter gray, some black and some low-saturation, neutrally toned blue. Symbolize grass, if you have any, with gray with dots of green and brown. etc.
Though considering how much work that might be, I think I'd prefer to start with a set that uses mostly black, and modify it to use more black more consistently.