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Messages - eishiya
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1
Pixel Art / Re: [WIP] overworld sprite
« on: Yesterday at 04:43:46 pm »
You should see how the sprite looks against the backdrop of in-game tiles before you start tweaking the colours. I agree with CFK that you need way more contrast, but the way you achieve that contrast will depend on what the environment looks like.

Something else to consider is how you can use the character design to create contrast. If you know all the environments will be dark, perhaps putting the characters in light-coloured clothing might be more effective than dressing them in dark colours. That way, you can darken those light colours and make them bluer to create the look of night, while maintaining plenty of contrast between the characters and their environment.

Alternatively, perhaps all your environment is snowy or otherwise light, in which case it's good to have a consistently dark character (though a bit more contrast within the characters would still be good).

In all cases, you should have at least at least some roughly drawn environments to put your characters into. Never design elements in isolation.

2
General Discussion / Re: Potential Activity
« on: Yesterday at 02:52:37 pm »
@CFK: People who are interested in getting free art xP I thought this site's purpose was to help each other improve their own art? Getting a commission can serve to that end, but most people who do something for free art are usually just there for free art. Seen a lot of people use small freebies like that to try to promote themselves, their other projects, etc, never worked out well ):

I feel like any activity with some sort of reward is best as a little extra for people who are already on the site, not as a way of promoting the site.

3
Pixel Art / Re: RPG/2D zelda type sprite tutorials?
« on: Yesterday at 01:50:21 am »
2.5D is a very broad term, it can refer to any of a large number of methods to make things look more 3D while being 2D. Some more specific terms for this is "3/4 perspective" or "RPG perspective" (even though there's no perspective), or "RPG view".

Cyangmou has a pretty good explanation of the logic behind RPG perspective in this tutorial. Make sure not to miss part 2, linked in the description.

The basic idea behind RPG perspective is that the y axis represents both depth and height, so you'll see both the fronts and tops of objects, but not the sides, bottoms, or backs. For a more natural look, you scale the depth and height by 3/4. Without the scaling, you get an oblique projection, which looks unnatural. Beyond that, it's mostly a matter of your taste as an artist. You can always fudge things if that makes them look better.

4
Pixel Art / Re: RPG/2D zelda type sprite tutorials?
« on: June 20, 2017, 11:43:22 pm »
Can you post some examples of what you mean?

2.5D means many things, and I don't know of any Zelda games that are 2.5D. Do you mean isometric? 2D with parallax effects? Something else?

Have you tried anything so far? If so, please post it! It's easier to give pointers if one can see where your problems lie.

5
General Discussion / Re: Potential Activity
« on: June 20, 2017, 08:34:16 pm »
Do giveaways bring in enough people who stay to be worth it? It seems more like a way to get a lot of temporary, but ultimately worthless, exposure and a bunch of dead accounts.
I think it would be more effective to instead toss some tendrils out to other platform in the form of Twitter/Tumblr/whatever posts promoting stuff from the feature chests, weekly "good thread" features that aren't quite feature chest material, that sort of thing. Things like that are more likely to get the attention of the sorts of people who'd actually end up using the site.

6
General Discussion / Re: Orientation in top down pixel art?
« on: June 18, 2017, 12:22:47 am »
By "top down", do you mean 3/4 view, like in many RPGs and Hyper Light Drifter? In true top down, there'd be no difference in sprites facing different directions, they'd just be rotations of the same sprite - we'd just see the top of the head, the shoulders, and maybe parts of the legs when the character walks.

Hyper Light Drifter seems to have at least 4-directional idle and movement sprites (with mirroring, that's 3 sets of sprites - facing north, south, and east/west):


The "slanted orientation" is just diagonally positioned sprites. Isometric games have these as their default or only sprite types, since they usually limit motion to northeast/northwest and southeast/southwest:


I'm not sure, but attacking in HLD might have only two sets of animations, like you said - northeast/northwest and southeast/southwest. I've seen a few games do this, I suspect it's because players are less likely to notice the attack animations being less flexible since they're focusing on not dying while they're in combat, and because it allows for more consistent attack hitboxes.

For non-attacking movement, if you're going to have 4-directional (or more) movement, I recommend having 4 directions (3 distinct animations) for your sprites because having just two would be pretty noticeable. It seems easier to get away with diagonal movement reusing north, south, and east/west animations than it is to get away with cardinal movement that uses diagonally-moving sprites.

7
I think the problem with the hair is actually just that the face is too large for the head (or alternatively, the head is too small for the face), and it's throwing everything else off. The hairline is fine relative to the face (on the high side, but not unrealistically so), but on such a small head, it looks misplaced because the rest of the hair is too small.

A redline showing where the head should probably be:

So, the only things that could use changes are the back of the head, and the jaw. In my redline I gave the character more cheekflesh, but that's not necessary. The jaw as-is, however, suggests the ear is much closer to the face than it should be.

8
Pixel Art / Re: [C+C] Waist-up portrait
« on: June 17, 2017, 02:13:06 pm »
Re: tilting, just remember to flip horizontally every now and then. This is a common problem with larger art, and flipping is a good way to notice problems like that.

9
Pixel Art / Re: New to PixelArt, Tree
« on: June 09, 2017, 01:42:50 pm »
Instead of breaking up the 2x2s and 2x3s (which would create too much noise), try adding a single pixel to some of them, that'll give you a leafier shape.

10
Job offers / Re: I Need Music and Backgrounds for my JRPG Game [PAID]
« on: June 07, 2017, 03:50:22 am »
Could you show some of the existing sprites? That'll help background artists know whether their work would be a good fit for your project without having to pester you :]

When you say "backgrounds/maps", do you mean those as a single entity (the maps the navigation takes place on), or as two distinct things, combat backgrounds and the navigable maps?

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