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Messages - Ichigo Jam
Pages: [1] 2 3 ... 6

1
Pixel Art / Re: [CC] C64 newbie making Roguelike
« on: March 11, 2016, 01:22:56 pm »
I really like your monster/letter combinations!

That wiki palette is very saturated - although you probably could make a C64 look like that if you turned the colour dial on your TV way up.

The Vice palette is much better, although a little lighter than the palette I'm used to (see palette used here: http://tzigla.com/boards/3/)

I don't have a better suggestion for the fixed colours, but have you considered using hires mode?
I tried a quick edit (the blue is the other darkest colour, so I tried a variant with that too but it's probably a bit eye-burning with the saturation):

2
Pixel Art / Re: My base for rpg
« on: January 12, 2016, 01:35:30 pm »
I think you need to use different colours for the wall and the floor, else it's too difficult to see at a glance which things are solid to the player.

Simple example:

3
Pixel Art / Re: Waterfall flow problem
« on: March 16, 2015, 04:58:04 pm »
The main problem is that when your animation goes from the 4th frame back to the first frame, the waterfall appears to go back up a bit.
You should be able to see this if you step slowly through the animation.

For looping animations, remember that the difference between the last frame and the first frame should be similar to the difference between the first and second frames.

Your water pattern repeats approximately every 24 pixels downwards, so you want it to move 24 pixels in one loop
For four frames, you should have:
frame 1: start position
frame 2: +6 pixels down from start
frame 3: +12 pixels down from start
frame 4: +18 pixels down from start
If you were to than add a frame 5, it would be 24 pixels down from the start. But that would make it look just like frame 1, so we're good to loop back to frame 1 instead of adding a fifth frame.

Quite & dirty edit (I've just copy-pasted part of the first frame over the other 3 frames to show the spacing)

4
Pixel Art / Re: [WIP][C&C] Basic Player Sprite
« on: February 19, 2015, 04:22:11 pm »
I you want the side-to-side head movement, I think it would look better with 2 frames to the left, 1 frame centered, 2 frames to the right, 1 centered.

Like this:


5
Animation / Re: How to loop/preview a region of frames in Pro Motion
« on: February 06, 2014, 02:06:48 pm »
For previewing inside Pro Motion, you can click on the numbers at either end of the time bar to edit them ("first frame of animation" and "last frame of animation").

This will change which section of the animation plays when you play the animation inside pro motion, but doesn't affect saving.

6
Pixel Art / Re: Help with Mech mockup
« on: October 22, 2013, 10:04:22 am »
The clear lighting on the brown square blocks makes them more 3D than the solid scenery. This makes their priority confusing - at first I wasn't sure if they were solid foreground objects or background.

7
Pixel Art / Re: Game Tileset Help
« on: October 11, 2013, 12:58:07 pm »
I think the contrast on the ruins in the background is too high compared to the foreground

Edit:


Also, it would help if you could break up the grid more - both the white brick tiles in the background and the foreground earth repeat rather obviously.

8
Pixel Art Feature Chest / Re: Autumn Tileset Wip
« on: September 13, 2012, 11:55:37 am »
I've been staring at this for a while, but I'm confused by exactly what's happening in the bottom half of the image - is it a dark hole? or a pile of dark brown mud?

I like the top half (and your colour choice in general is very nice), but you might need to push the contrast on the rocks up a bit to make it easily readable as a solid obstruction. (Though it's somewhat hard to judge in isolation)

9
Pixel Art / Re: [WIP] RPG Tileset
« on: August 23, 2012, 11:18:19 am »
I think the pale stone stairs and path are way too bright compared to the other graphics.

I tried a colour edit:


I also added some quick shadows around the trees to make them pop a bit more, and tried to normalise the brightness of the other tiles a bit.

10
Pixel Art Feature Chest / Re: RPG Tiles - Chip16
« on: November 15, 2011, 06:37:47 pm »
I like the style of this, so I tried a quick edit on your cliffs:


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