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Messages - yaomon17
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1
General Discussion / Re: Read the Rules, then introduce yourself here.
« on: January 16, 2017, 12:03:18 am »
Hello!

Names pumpkin, ominous pumpkin. I luvs me some pixel arts.

Now, if anyone would be so kind...I cant seem to figure out how to add photos (does it matter the format) so that I can actually upload some of my works here for critique? I see the [img] brackets when I click on the add image but do I need to put a link inbetween them? I was just going to upload a jpg or gif but that was the only insert image button I found??? I'm dumb I know but I am also a pumpkin so you cant expect a lot.

http://pixelation.org/pixelation/index.php?topic=3466.0

2
General Discussion / Re: Make your own ellipses (pixel art)
« on: January 14, 2017, 11:51:58 pm »

K here is some ellipses with my own text.  :y:

3
Challenges & Activities / Re: The Daily Sketch
« on: January 14, 2017, 07:25:12 am »
I'm excited for it, probably won't be getting a switch though.



4
Devlogs & Projects / Re: After All Angel
« on: January 11, 2017, 05:26:43 pm »
I think that is a fair observation. I think if you front load the digestible content of a game, it would probably see better reception on a platform like greenlight. I'm not super about the general consumer on greenlight, but I feel like polished games with simple, familiar, and easy to understand concepts shown like guns and explosions and puzzle gems lining up and disappearing, or even some half intuitive concepts surrounded by buzzwords would have great success (stuff like Kerbal Space Program hopping on the creative game train started by Minecraft). So I guess my point is that the best way to get through greenlight is stuff a bunched of relatable, polished looking gameplay in the voter's face as fast as possible so they don't have to think too much before their attention runs out. It is an unfortunate and addictive behavior that is cultivated by mainstream culture. You could have the best game ever here, but greenlight probably won't be too receptive regardless :\. The best drive to vote is probably drawing interest with the abstractness and philosophy.

5
Pixel Art / Re: [Feedback][WIP-ish] A pixel pug
« on: January 11, 2017, 05:03:04 pm »
Ahh, now I fear that the process is lost from the result. While it might not be realistic expectations to have a perfect replica of the edit from scratch, going down this route might not result in the most amount of this great learning opportunity. So, I will resign my laziness and properly explain my thought process myself  :blind:

ONE  :o !
Consider the purpose!
Who is the intended audience, and who will be viewing the piece? I scraped together some context and figured this would be quite small, so this helped to determine the direction to take this edit, namely into the style of some cel-shaded, two colored, juicy clustery goodness. Keeping it nice and simple with style and color drastically improves readability at this size.

TWO  ;) !
Look at the original!
This is more of an edit specific thing, but I ain't leaving anything out this time! I am not lazy anymore ahhhhh  :ouch: ! Determine what is keep and remove, and whether or not it is easier to draw over the entire thing, especially at small sizes. The basic features and silhouette of this was good, so I stuck with it and just ran over the lighting.

THREE  :huh: !
The editing.
This is the part where intuition runs over a bit and it gets hard to explain, and it is where I got caught up in explaining enough to enlist the help of the explanation master. First thing to note: pillow shading! There is quite a bit of it, and it shows some lack of fundamental understanding of art basics. It might be a bit ironic since my edit was not exactly the most accurate, but that was a purposeful choice for readability (or a lame excuse, assume at your own discretion  :crazy: ). Breaking the dog head into a semi-dog like head shape is a good first step, and then visualize the head in your head to figure out where the shadow goes. I would give a better demonstration but I am not at my desktop right now :| .

THREEpointFIVE
I needed a break.
Ok now we get into the technique and stuff. This is the most subjective part so I will just use a stream of consciousness for this part and vomit words onto the screen, otherwise I will feel too much like a narcissistic, self-centered anus to continue. First is colors, which were pretty much OK for this. Second is contrast, which was where some of the problems came from with the harshness of the wrinkles on the head. I personally prefer a less intense definition of lines so I eased up on that. I did break up the symmetry as kasumi mentioned, though that was more of a product of sketching out the edit that I didn't really think too much about. I made two main clusters, the lighter color at the top and the lower shadow at the bottom. This is enough to define some volume without being too noisy and overwhelming. The same two color volume definition scheme is used for the nose part and the ears. I also redrew the wrinkles. Here is where the stream of consciousness part gets weird since I am going back to the wrinkles for a bit but w/e. I would like to say use a reference for this but I didn't so I can't really do that, but you should use a reference. Generally for my inside likes for something like a small dent in a region, I go with a lighter colored, thin, tapering line for the dent, in this case, the wrinkles. Anyway, back to the volumes and stuff. After defining how you want to render the shapes, imagine the head as a combination of many shapes and render the shapes individually, and then add cast shadow if needed. Make sure you have a proper knowledge of shading basic shapes in art (cylinders, spheres, etc). Them moving on to stuff like the eyes, which I took a few more liberties on to soften up. Everyone has their own way of doing eyes so it is whatever mostly. I think that is a decent enough explanation. I am really more of a visual guy so without my mouse and ability to draw out what I mean, this is the best you are going to get from me.

So I would recommend just ignoring the edit and try to create something using a process similar to that mentioned above. Or you can not, it is a free world. Good luck!

6
Pixel Art / Re: [Feedback][WIP-ish] A pixel pug
« on: January 11, 2017, 08:08:07 am »

Apologies for any confusions  :D.

7
Pixel Art / Re: [Feedback][WIP-ish] A pixel pug
« on: January 11, 2017, 06:57:20 am »
I outsourced the reply since I don't really know how to answer that question.

he just has such a way with words
pixeljoint.com/forum/forum_posts.asp?TID=11299&PID=139320#139320

I would have just said I drew some stuff that I thought looked good (which, while it is true, is not very helpful)

8
Pixel Art / Re: [Feedback][WIP-ish] A pixel pug
« on: January 11, 2017, 04:31:39 am »
It takes only a few minutes to scale it down and edit it back into the main post  :y:! Regardless of the size thing, here are some thoughts (mostly cluster stuff):

PS: There were a lot (read: a lot) of very very very similar colors. I did my best in removing the ones I could find.

9
Devlogs & Projects / Re: After All Angel
« on: January 10, 2017, 08:18:51 pm »
The format of greenlight facilitates games that are easy to consume and understand in a short time so you would want to market in a way that panders to a demographic that has a short attention span.

10
Devlogs & Projects / Re: After All Angel
« on: January 10, 2017, 07:44:59 pm »
Good luck. From what I've seen, pushing something that initially appears to be more abstract like this through a community vote like greenlight doesn't end too well, but you have my vote.  :y:

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