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Messages - eishiya
Pages: [1] 2 3 ... 36

1
Pixel Art / Re: [C+C] Dwarven Fortress and Stuff
« on: April 23, 2017, 03:03:28 pm »
Much better! Maybe add some more motion to the tuft of hair on the front of her head? It feels rather stiff compared to her braid.

I hear you on getting tired of character animations xP I'm amazed you have the patience to make them as good as these are at all! I feel like I just go "it moves somehow! back to rocks and trees."

2
Pixel Art / Re: [C+C] Dwarven Fortress and Stuff
« on: April 22, 2017, 09:18:51 pm »
I feel like the hair movement in the shooting-to-the-side animation is too much, it doesn't seem to follow the momentum imparted by the gun. I don't think it should move up quite so much.

3
Pixel Art / Re: My first pixel art :)
« on: April 22, 2017, 04:12:08 pm »
The yellow cables are very distracting, especially on the left side. Unimportant details shouldn't have as much contrast as the focal point. Just making them darker should work. For example, the green cables in the bottom right corner look fine.

Are you mixing pixel sizes? It's best to avoid that, it tends to look rather messy. Work at 1x and zoom in instead of scaling the whole image.

4
Pixel Art / Re: trying to improve using game boy sprites
« on: April 17, 2017, 11:51:55 pm »
Don't confuse using reference with copying. Uncritically copying images isn't very useful, but looking at references and learning how things look/work is critical to growing as an artist.

5
Pixel Art / Re: Noise or no Noise
« on: April 16, 2017, 10:36:31 pm »
Noise reads like, well, noise. It makes things unclear in a medium where clarity is already a challenge. It's best to avoid it. In addition, using a filter (as opposed to just noisy pixelling) adds a lot of colours without your direct control, which makes colour management and tweaking a big pain. Pixel art tutorials don't usually mention noise for the same reason painting tutorials don't mention chisels - it's just not usually a useful tool for the medium.

6
Pixel Art / Re: [wip] samurai armour c+c
« on: April 14, 2017, 04:28:05 pm »
Japanese armour was not bare metal*, but lacquered, which reduced its shininess. Because it tended to be made of small flat plates and scales woven together, which produce many irregularities and shadows, the individually-shiny pieces don't tend to actually look all that shiny when put together because the individual highlights are just too small. On top of that, a lot of the materials used on the outside aren't shiny to begin with. Here's a very shiny example, zoom out and it's basically matte. Here's another, with great speculars on the bare plate on his arms, but all the speculars on the laced parts aren't very noticeable and don't help convey the form.

In other words, while some form highlights would be good in the sprite to give it a better sense of form/3Dness, I don't think speculars are appropriate. Instead, I think it would work better to use lighter colours for the lit parts, and to have a less-frontal light source on the chest piece, so it doesn't look so pillow-shaded. The colours in CFK's edit are good, shininess aside.

The character's arms don't seem to be very well protected. Unless they're an archer, they'd probably have gauntlets something like the second photo I sent, rather than gloves/mittens - the fingers would likely be bare, for finer control of whatever weapon they used, the back of the hand protected by a plate attached to the arm protector. Wikimedia Commons to the rescue.


* European armour was also not actually shiny, it tended to be matte, even the smooth plate armour that we most associate with "knights in shining armour". Most shiny armour in museums was either purely decorative, or polished to that level to look pretty by uninformed collectors/curators who thought all armour looked like the decorative pieces and the matte look was just from ageing. Something to keep in mind if you want a degree of realism in your future designs.

7
Pixel Art / Re: [C+C] Dwarven Fortress and Stuff
« on: April 10, 2017, 06:57:52 pm »
Having the arms extended doesn't look weird to me at all, at least in context.
I quite like the climbing-up animation and camera movement, I'll have to figure out how to do that in my own code soon.

Seconding MM's suggestion of having one of the arms slip. Even the arm that doesn't slip could have a bit of a downward slide until the other arm gets back on the ledge (if the resolution allows such subtle motion, anyway).

8
Pixel Art / Re: [C+C] Dwarven Fortress and Stuff
« on: April 09, 2017, 10:22:47 pm »
That'll make the game feel unresponsive just the same as not starting to jump until some frames after the input, even if it catches up within a couple of frames. I think an animation with poor/no wind-up is the better alternative in most cases. That said, if you have the time for it, try it and see what playtesters think!

9
Pixel Art / Re: [C+C] Dwarven Fortress and Stuff
« on: April 09, 2017, 06:47:13 pm »
One way to "cheat" is to have the character automatically get down a bit whenever they're near a ledge and not moving, since you can usually expect the player to climb/jump there.
That'll also give the player a hint that they can jump up in that location, since chances are if the player is standing still near a ledge, they're not sure where to go. If the player is constantly moving, they won't see that little alternate-idle pose, but if they're in constant motion, they probably won't notice a lack of anticipation anyway.

10
Pixel Art / Re: [WIP] Villain
« on: April 06, 2017, 11:37:02 pm »
There's a lot of wind blowing their hair, but the clothing isn't affected by that same wind at all. Give it some dramatic billowing!

Is there a story behind this character? At a glance, the colours and posing don't read as "villain" or "boss" to me.

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