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Messages - eishiya
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261
Pixel Art / Re: [WIP]First Tileset attempt
« on: October 29, 2018, 01:15:09 pm »
Think about what kind of dirt it is. Is it rocks? If it's rocks, then the rocks could have well-defined, sharp, flat faces to help them look more rocky. Is it soil? Then it probably won't be made of clumps or have highlights, though it might have some rocks within it. Decide what you actually want it to be, it's harder to make something nondescript/vague to look nice xP Plus, if it's something specific, you can look at reference of the real thing.

The dirt looks very flat on the front because all the clumps have the full highlight-midtone-shadow range. Try making some parts recede by making them only midtone and shadow, and make some bits pure shadow to make them look even deeper. You could make the highlights on some bits larger to make them look like they come forward more. But, before you do that, first decide what the dirt actually is, as you may want to change its entire structure.

262
Pixel Art / Re: [WIP] Brick texture and more...
« on: October 28, 2018, 06:53:11 pm »
I'm don't understand your question, so my feedback probably won't answer it D:

Your diagonal side wall bricks are smaller than your front-facing bricks, they're just one pixel tall xP You may want to fix that.

You can do a bit of a mix of rectangles to stepped shapes to help sell the intended perspective, all the bricks being stepped shapes makes the wall look angled different from what the bottom outline should suggest. Alternatively, you could make the bottom outline match the perspective suggested by your bricks.

Unrelated tip: consider getting rid of all the bottom outlines on objects that are meant to be firmly planted on the ground, or are rising out of it, such as the building, trees, the barrel, etc. Bottom outlines create the look of a cast shadow, making the object look slightly disconnected from the ground. Of course, having overlapping grass, bits of concrete, etc like you have on the little grey rocks in addition to this would look even better.

263
General Discussion / Re: Official Off-Topic Thread 2018
« on: October 27, 2018, 10:42:40 pm »
A newfound hate for lurking spam accounts.
I hope you were able to mass-delete their posts and didn't have to do it post-by-post D8

264
Devlogs & Projects / Re: Small Living World - Colors Feedback
« on: October 27, 2018, 01:06:12 pm »
The reduced contrast and darker colours on the rocks are nice, though I think you should try drawing a new tile to use, or at least darkening the rocks even more. The rock tile could work well being almost all a solid colour or very simple shapes, so don't shy away from drawing one just because you're not a well-practiced artist :]

I look forward to seeing you implement hue-shifting in your gradients :D You improved the values already and it does look nice, but without hue-shifting it still looks a bit lifeless overall.

I like the added tree shapes. However, it looks a bit odd to me that one tree and some objects (like mushrooms) are made of sprites, while the rest are made of shapes. The styles just don't work together imho, I think you should commit to either using shapes extensively, or using sprites for almost everything.

265
Pixel Art / Re: Critique on Run Cycle
« on: October 27, 2018, 12:51:19 pm »
The problem with the hips isn't that they're too narrow, but that they're too squat, they need to be taller. If anything, extending them vertically will actually help make the character look less feminine.

Another problem is the character looks unbalanced because their feet are to far apart. A wide stance is fine when standing still, but when walking, it looks a little unnatural unless the character shifts their entire weight between feet with each step, which this character isn't doing. It also makes for a very "angry drunk guy swagger" look, which is nice for some individual characters, but probably isn't appropriate for a base character.

Bringing in the legs a pixel each also helps the thighs look narrower and more "masculine", and it helps reinforce the perspective, with their legs looking smaller since they're farther away from the "camera".



The character seems to be looking up. Their body is clearly seen from above, but the proportions on their face are as if we're seeing them from the front, eye-level with them. This creates the appearance that they're looking up. If they're looking forward, we'd see more of the top of their head, and their face would be lower on the head.

266
Pixel Art / Re: [WIP] Brick texture and more...
« on: October 26, 2018, 06:42:56 pm »
I think it'd look less noisy without the shading. Bricks are pretty flat, the shadows are very small and would not be visible as this scale.

This is more of a taste thing, but I personally think having a distinct mortar colour and having every brick visible tends to look noisy, overwhelming, while also being kind of boring, since it's a constant mass of detail. I prefer to take the cartoonier approach and have a solid-colour wall with a few isolated bricks, e.g.

267
Pixel Art / Re: [WIP] Need guidance with cave/mine tileset
« on: October 26, 2018, 06:19:02 pm »
With those old rails wodden, the "mechanism" was "it goes whichever way we push it" xP I think the new rails work pretty well for this. The one issue I see is that in those areas, the different rails don't align, they're at differing angles, which means the distance between the rails changes, which means a cart couldn't use them. Perhaps replacing those two long segments with two shorter segments each would help.

I think a more substantial and perhaps less steep pile of rocks for the terminals would be better. These feel like they'd break/topple.

I think something we've both forgotten is these carts were not powered, and they were not fast. They were pushed or pulled by people or animals, and with those rails (and even metal rails!) they were usually not able to build up any substantial speed, they'd stop moving pretty much as soon as you let go of them. Your old pile of wood might've actually worked, just as a way to inform the people pushing that they'd reached the end, rather than as a brake. Those carts didn't need breaks, they were constantly braking just through friction. The use of wheels on rails just reduced the friction enough that they could reasonably be pushed.

268
Pixel Art / Re: [WIP] Need guidance with cave/mine tileset
« on: October 25, 2018, 06:46:17 pm »
It doesn't read as water damage because of the saturated brown colours. Maybe something cooler/greyer would work? Also, when there's water damage, it doesn't abruptly stop at the cut. At least some of the surface of the cut would be damaged/darkened too since the wood rots beneath the surface too, perhaps all of it, depending on when and how the damage happened (i.e. whether the wood was already cut when it went into the wet environment).

The way piles of rocks worked was that the rails would go up onto the piles. The mine didn't collide with the pile, it just couldn't go up the steep incline. Gravity is what stopped it, not impact.

269
Pixel Art / Re: [WIP] Need guidance with cave/mine tileset
« on: October 25, 2018, 01:03:43 pm »
The tracks are pretty readable! I think the parts where they cross look wrong because there's no indication of the rails cutting into each other or overlapping, they just look drawings slapped onto one another. Don't forget, the cart wheels have to be able to navigate these, and the way you've drawn them, the bottom rails are inaccessible to the wheels.

I like the idea of using a pile of wood as a terminal point. However, the shading on the locks looks a little strange, why are the logs getting darker towards the cuts where they remain straight and prominent, but not towards the wides, where they'd be curving away?

On a more worldbuilding-oriented note: Anything used to stop a minecart will get banged up. Unless the logs are brand new, the cart-facing ones would not be so perfect. In addition, because they'd get banged up, it's a little wasteful to use perfectly good logs for the job. Wood that's already messed up would be a more likely candidate, perhaps with waste rock. A pile of rubble from the building of the mine was likely the most common way to build a stop, and that could include both rock and metal.

Now that I think of it - a huge consumer of wood in mines were the supports that kept the ceiling from collapsing, maybe you should add some of those. Large natural caves don't usually need them, but they also usually have very solid walls, whereas yours appear to be made of fairly loose/fractured rock. Having a realistic amount of wooden supports would probably look ugly and get in the way of the player's movement, but having some supports along the walls and on some of the pillars and outcrops would look nice.
In addition, those supports required thicker beams of wood than the rails, and those would be perfect candidates for your wooden rail terminus.

270
Devlogs & Projects / Re: Small Living World - Colors Feedback
« on: October 24, 2018, 08:59:32 pm »
The sky should be darker at the top, and lighter near the horizon. The images you have posted have it right :]

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