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Messages - MysteryMeat
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Pixel Art / Re: Trouble with cyberpunk color pallettes
« on: Yesterday at 08:51:05 am »
It might be possible to salveage that first monitor if you play around with the settings and/or install Fluxx ( and play around with that until you get good results. For a while I wound up using my phone to double-check colors until I got my replacement monitor, though come to think of it I haven't really done much extensive testing on that...

Hm, that's actually a good question, how DO you test monitors for proper color stuff?

Pixel Art / Re: Dinosword: Boss Animation (Critique Appreciated)
« on: Yesterday at 08:48:01 am »
His expression feels very static, given how bouncy everything else is! I'd put some time into giving him at least some squints, snarls, and roars, even two frames can add a lot!
The shuffle doesn't quite look right, I'd try to keep both feet firmly on the ground to keep his stance and have him slide his feet instead of the weird half-bent trot he has there.
The crouch is pretty bad and I would reccomend not being afraid of a larger pose-change for that. Instead of squashing the whole sprite you might even be able to get away with just lowering the head a bit, to imply a hunching-over. The legs there also need retooling, they look stiff and awkward.

Overall I'd say those are my biggest complaints, those leg motions.

Pixel Art / Re: Need help with character
« on: Yesterday at 08:37:21 am »
Immediately I notice that it seems to be at a different angle from the rest of him. Try to tweak the trailing edge of it to better match the perspective of the character, parallel or near-parallel to the ground should do it!
EDIT: Figured I might as well just do an edit, lol

I didn't change much here, just the aforementioned trailing-edge-angle. Smaller stuff I did is to change the shadow on the neck bit of the scarf to better divide that from the rest of it and change the curve slightly to make it come out of that part a bit better!

Pixel Art / Re: Walk Cycle
« on: Yesterday at 08:35:46 am »
I'd say you might have to start over again from scratch, the only thing really going right here is the turn on the chest and the arms from about shoulder to elbow.
You seem to be putting either not enough motion in, or too MUCH motion in. Try looking at how some other games approach walk cycles like this, and remember that arm swings are intended as a counter-weight. When the right leg is as forward as it can be, the right arm should be as far back as it can be.

Another tip: Start with 4 frames and work out from there! Frame 1 is static, frame 2 right leg forward left back, frame 2 same as 1, then frame 4 LEFT leg forward and RIGHT leg back.
Like I've done with this slime sprite!


Pixel Art / Re: Trouble with cyberpunk color pallettes
« on: Yesterday at 01:25:55 am »
If it's a lower traffic area, perhaps some negligent roadwork to provide some texture to the area? I'm not sure how utopian a cyberpunk world you're going for. The far left is the one I'd go with though, some work fiddling more with the colors like on the sidewalk might be worthwhile but at thsi point it wouldn't raise any eyebrows for me during gameplay. It's got a very nice clean look to it.

Pixel Art / Re: naked bases + a skeleton
« on: January 15, 2017, 06:15:05 am »
What 32 said, you could probably raise the crotch a couple pixels and see it fixed.

Pixel Art / Re: Trouble with cyberpunk color pallettes
« on: January 15, 2017, 01:51:10 am »
Aye, on top of that though you might want to shoot for high contrast in general! Cyberpunk tends to run with some pretty dark themes, hence the "punk" end of the moniker. Darker colors as a rule fit that, though obviously there's wiggle room in there for alternate takes. Experiment and see what looks good to you!

As for things being taller, if you're going for a cityscape it might help to work with fades to black instead of roofing to better imply height.
Like so, but you know, not an INCREDIBLY lazy edit like this:

I didn't really nail what I'm trying to illustrate, but try to have it fade out as if the camera is "cutting away" the top part of the building, that way you can still sell the clustered metropolitan area without having to obscure parts of the game.
Alternatively, you could have taller parts of buildings fade away as characters move behind them, it all depends on what you're going for.

Pixel Art / Re: Trouble with cyberpunk color pallettes
« on: January 15, 2017, 01:20:27 am »
Oh, another thing! Increase the contrast between your colors, I didn't even notice there was any texture/shadow on the roof or wall until I zoomed in on Ma3vis's edit!
As a general rule I go by, the absolute minimum difference between two colors should be ~10 values in hue or saturation to be visible. I'd personally reccomend going a bit higher than that for this, especially on the shadows.

Also, I'd reccomend against the stock blur effect it seems you used, instead try to replace it with some lighting along the edges around those lightsources like the doorframe or pipes.

Pixel Art / Re: Trouble with cyberpunk color pallettes
« on: January 15, 2017, 12:58:11 am »
Hmm, I'd say it's not tall enough. The perspective on the roof is a bit odd too, I'd drop it down a tad both to better match the smaller roof on the right and gel with the perspective on the wall a bit more.
Colorways I'd need to see how it fits into a scene to really tell, try slapping some roadways or an example of what characters might look like to juxtapose it with!

General Discussion / Re: Make your own ellipses (pixel art)
« on: January 14, 2017, 11:06:16 pm »

Ellipses is getting uncomfortable Piotr, they've been going steady with Semicolon for a couple years now and they really don't want to mess it up!

(Really though, jokes aside, please try to back off a bit. Like Achrileg said, you're either making your point excessively poorly or simply not listening to us. Basic shapes, like ellipses, are constantly changing based on what they're a part of in any given scene or image or even ART STYLE. For example, one ellipses might turn into a sprite of Kirby, while another could wind up as Q-bert, and yet another could simply be a light-bulb. In all these cases they'd be nothing more than a construction element of a larger whole, and in each case the shading and edge-details on it would be different too.
It's like spending an hour drawing several straight lines on a paper, for an absolute no-experience beginner perhaps that's a good place to pick up but for someone who's been drawing entire scenes and objects it is a bit of a waste when it could be tied into other exercises.)

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