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Messages - Ryumaru
Pages: 1 [2] 3 4 ... 166

11
Cool little sprite! You could do more to get a glowey feeling, and if the light is on, the crack will likely be light as opposed to dark! Perhaps like this:


12
Pixel Art / MOVED: Question about hiring an artist.
« on: March 07, 2020, 12:20:20 am »

13
Job offers / MOVED: [UNPAID] Pixel artist for a background image
« on: January 17, 2020, 05:56:42 am »

14
Pixel Art / Re: Critique requested on RPG tile set
« on: November 01, 2019, 06:23:55 am »
You should now be able to attach or link to the image in question :]

15
Pixel Art / Re: marine : Jacked up and good to go !
« on: October 04, 2019, 10:07:25 am »
You're doing quite well for how new you are to pixels! I can already see a sprite like this being game viable. More contrast and polish would help, the latter of which the technique comes in time. Study sprites from games you really enjoy and see how they make things pop.

16
Pixel Art / Re: 8-Bit Street Sharks
« on: February 26, 2019, 09:04:23 am »
So I actually think your first attempt was the best, and is a solid improvement over your previous sprites, it looks clean and I could honestly see it working in an old NES game. You did especially well given the difficulty of something like this, even I had a hard time sorting this one out! Your second attempt fixed some issues, like giving him a bulkier upper body, but also created new ones: an oddly separated fin, and less clear limb position- I tried to get the best of both worlds.



notes:
- Enlarged the sprite to fit in 32x32, a common size. This allowed me to maximize his upper body to get proportions similar to the original character
- Let the fin blend into the back in a logical manner
- attempted patterning and shadow, alongside an indication of his brow

hope this helps, and keep pixeling  :D

17
Pixel Art / Re: [Feedback] [C+C] Characters for a NES-style platformer
« on: December 28, 2018, 12:26:50 am »
Hey there, lovely sprites and good progress in the thread! noodling with little pixel changes is fun for everybody ^_^

The biggest issue I see is the flat faces- the dude almost gets away with it as it gives him a strong jaw, but on the little girl it almost looks like an unflattering mask. Loni had a good solution in his edit.

Also on her legs you've gone straight past pigeon toed and into broken/ out of socket territory. Something more subtle will look and function better.

I tried two different face solution, one bigger and one smaller- which can change the perception from cuter to more realistic:




18
Pixel Art / Re: 8-Bit Werewolf [WIP]
« on: December 22, 2018, 09:53:02 am »
This is a marked improvement from some of your earlier work, good job! Also the scale here is good- still requires great pixel technique, but you can actually begin to - sort of- draw things as well. Looking forward to your new werewolf too  ;D

19
Pixel Art / Re: FE style game + technical question
« on: December 21, 2018, 07:28:28 am »
Already some good advice given, here's my take



Very charming sprites! While I don't know if the motion they're doing with the sword backhanded really makes sense, the hair bounce and fist pump have a lot of character.

I think your color choice could use some work, very flat and uninteresting.( and it's more of an issue in your tiles than sprites) A common trend, especially in jrpg sprites is for the shadows to tend towards one color, usually a blue/violet. Not only is this a convenient shorthand to describe some lighting scenarios, it gives the entire sprite a feeling of unity, and allows many characters to all feel like they belong in the same scene, no matter how different the local colors of their designs may be.
 
Also your treatment of the sword does little to describe it's material- in fact the buffering and AA you've applied makes it appear soft. Stronger contrast and a highlight ( that could come in and out of sight in animation) help sells the idea much better.

Hope this helps and good luck on your work ^_^

20
Pixel Art / Re: 8-Bit Overworld Green Lantern
« on: November 07, 2018, 11:13:59 pm »
Quote from: Ryumaru
Continue  on the piece until it could be plugged into the game and acceptably fit right in, DO NOT move onto your next piece until this is the case.

I'm probably a lot less experienced than Ryu so I may very well be wrong on this (or maybe I'm just understanding the sentence wrong), but I gotta say I disagree.

In my experience, focusing/working on a single piece for an extended period gets me stuck, unable to see what's wrong with it and how I could make it evolve. If I stay away from that project and I don't look at it for some time (can be a couple days), when I come back to it every little misplaced detail becomes obvious, and I can start progressing again.
So what I do is I work on two or three small projects in parallel so my focus follows a "rotation" and I can see each piece with a fresh pair of eyes ^^ (I recommend this really interesting conference which also talks about this).

Juggling a few projects is fine, but when the same patterns are present in the work, it's clear that steps need to be taken to push past the obstacle. The problem is never coming back to the pieces in rotation, resulting in spinning your wheels as opposed to going forwards.

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