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Messages - Adam
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1
Pixel Art / Re: Bylina - Lure of the Sorceress
« on: September 05, 2022, 08:45:10 pm »
Thanks fskn! The edit you made looks remarkably similar to my first attempts to make it more detailed. I grew fond of the water tiles for a while now in the meantime, so I will probably leave them as they are:


I am struggling with the vignettes right now. I think the sprites and backgrounds are nicely readable on their own:


But tend to blend in each other if overlayed despite the one pixel black outline:


Any ideas how to solve this?

Oh, I just read the sad news in the general discussions after posting this.

2
Pixel Art / Bylina - Lure of the Sorceress
« on: April 24, 2022, 02:22:52 pm »
I've been replaying the Gurk games recently, and got inspired to design something similar. Started with EGA, but then switched to the C64 colors. Here is what I have now. Right now I am still motivated to try and make a game out of it.


I introduced some new variations of the already existing tiles for the overland map, some new overlays for roads and multiple tile elements.
I am not sure about the water tiles. Any ideas to make them look better?


For the encounters, I thought that small vignettes would look much more interesting then the simple icons of a creature. Originally went with free drawings but then stumbled upon a screenshot of the Wolf Rock encouter in Magic Candle and fell in love with the concept.


I placed the combats on full pic maps instead of tiled ones. Added some new elements like dynamic starting positions, combat area limitations and map assets.


3
I guess you were aiming a breathing animation, but now she is breathing very heavily. As she looks like some kind of mermaid or naga, I would suggest a horizontal sway instead of the vertical bounce for an idle animation.

4
Pixel Art / Re: Drow ambush in lava cave EGA
« on: October 24, 2018, 08:20:22 pm »
You might be right, though I think the trippiness is more due to the blue clashing with the red, maybe even the chromostereopsis effect caused by them.

I still think that desaturation deemphasizes and could be used to shift the focus.

How about true grayscale:


I also lifted the drider to tilt the left side ambushers and break the horizontal composition a bit.

5
Pixel Art / Re: Drow ambush in lava cave EGA
« on: October 24, 2018, 05:36:27 am »
Thank you for your replies!

@eriophora
I'll definiately include your suggestions, thanks!

@Kiana
The calmness of the composition you mentioned truly shows on the grayscale image! I've already lerned something.
Honestly I was not thinking about the focus of the image while sketching it out. The target audience is the FRUA community, the image should communicate that the game takes them back to the well known lava cave under Dracandros' tower, and they will encounter the drow there again.

I like the look of the grayscale image, and -after considering what you have written- thought of using it to concentrate the focus on the party to enhance the danger in their situation. Unfortunately EGA is not a palette that shines when it comes to grayscale, but I thought some colder blue colors would also deemphasize the parts I'm trying to defocus:



What do you think?

6
Pixel Art / Re: Drow ambush in lava cave EGA
« on: October 17, 2018, 06:36:06 pm »
Thank you for your reply!

-w/e the purple and metal loop in the foreground is, it's unreadable and hard to interpret
It is supposed to be a shortsword, with the purple part being its crossguard. I recolored the guard to brown, but I guess it does not enhance readablity.
-the male protagonist's hat is a bit rounded
*if it's a medieval helmet with chain mail underneath, it needs better indications
*if it's a Victorian era (?) bloodborne/hellsing style, the hat needs a wider brim
Your first guess gets it right. Added some visual clues to give it a bit more definition.
-the male protagonist's front leg is also broken
I am not seeing what you mean. Could you specify where?
the sword and female look quite nice far as i can tell. but much of the other objects such as the cave background still looks very rough in draft so it's hard to give much more thoughts on it
Made some cleanup on the left side, what do you think about it now?



I am not sure I should indicate chainmail on the drows far away with dithering. Any thoughts about it?

7
Pixel Art / Drow ambush in lava cave EGA
« on: October 14, 2018, 07:27:26 pm »
Hi!
I'm working on some art for a Forgotten Realms Unlimited Adventures design in EGA. This picture is one of the five in the title sequence, and I'd be happy to read your thoughts on the composition, the rendering (though nothing further away than the protagonists is cleaned up yet) or anything about the piece.


8
Pixel Art / Re: Girl idle animation (Zelda-like view, looking for advices)
« on: September 25, 2018, 04:58:15 am »
It has probably been stated by others, but the stiff pose of the demoness takes much of her femininity away. I still don't know if this is intended, but based on your description I guess it isn't.

You could probably do this way better than I, but here is a quick suggestion:



9
Pixel Art / Re: Feedback on Pixel Art Anatomy
« on: May 08, 2017, 04:52:36 am »
Just some quick thoughts:



- Necks usually connect to the back part of the bottom of the head
- Female hands are usually smaller
- Breasts hang a bit too much for my tastes
- Male looks a bit too thin
- Male torso/leg proportion seems a bit odd

Working in such small scale and outlines is not easy. I suggest using a higher resolution or working without outlines.

I might have overdone the slimming of the female leg...

10
Here's another quick edit. I tried not to change the design and the style that much.



I cannot say more to it as Pix3M, just another take on it. Yours looks as if a 2x1 sprite were edited with some 1x1 pixels. The C64y colourscheme enhances this feeling as well.

I don't know your system limitations, so the yoyo thing might need some more thought with this version though.

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