Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - MysteryMeat
Pages: 1 ... 98 99 [100] 101 102 ... 199

991
Pixel Art / Re: [C+C] [WIP] Grass / Dirt Tiles
« on: January 30, 2017, 08:17:56 pm »
Your grass was too noisy and also too uniform around the edges!
Here, I did a quick edit to illustrate:

 From the chest, it looks like you're trying for too much complexity in your sprite! I redid your grass to be sparse tufts of longer grass on a uniform elongated checker pattern to create a simpler-looking and easier to make grass tile that can be tweaked to allow for more unique tiles to break up monotony and prevent the eye from figuring out where the tiles start. Hyper light drifter used this kind of technique a lot in more forested areas, if you want a good example of the concept!

For example, you could stick flowers on some tiles and a different grass pattern on others. Small rocks, bits of plantmatter, rubble and walkways, etc. Get creative, think about what would be in the area you want to portray!

Try to keep your art style unified too, if the characters are going to be reasonably simplistic/cartoony try to keep the level of detail on everything else about the same!*
(*Granted, I am reading this entirely off that chest design. Feel free to disregard this if the characters have a similarly high level of detail! If that's the case, I reccomend reducing your color count by a couple and simplifying the texture still as well as doing the above small-details work for more visual variety)

I couldn't tell where it tiled on my end, so I reccomend highly going over it yourself to make it work right with your dimensions.

992
Devlogs & Projects / Re: Untitled RPG Party Card Game
« on: January 30, 2017, 10:49:17 am »

Here, tweaked this out with a few glitch effects I like using from time to time! Cutting bits out to have them float free of it a bit, strips of "screen tearing" effects (left hand finger), and a sort of prettified simulation of rig-breaking glitches (that finger on the right hand) notably!
You can also try things like vcr tape distortion, test-number glitches, or even  that trail effect you see in old fighter games during supermoves laid under the character, like when akuma does his raging demon!

993
Pixel Art / Re: [C+C][WIP]NES Style Character Animations and Effects
« on: January 30, 2017, 10:25:17 am »
Sorry for the late response, school is crayballs! I'd say that second one looks excellent, work from that one for the default and have him grip the cannon like he was in the first for charge shots!

EDIT: Here, a reference!

994
Pixel Art / Re: [WIP][C&C] Leia like portrait - Amiga 32 col. picture
« on: January 30, 2017, 09:46:28 am »

Whoof, lotta math homework. This is what I meant by relaxing the eyelids a little though, pardon the lazy edit I'm not terribly good at this style of dithering/shading(?) and prioritized the edit over learning the concept!

(I am interested in learning it though, if you've got a guide! Never thought of using blues for skintone shading!)

995
Pixel Art / Re: [WIP][C&C] Leia like portrait - Amiga 32 col. picture
« on: January 29, 2017, 01:06:26 am »
Close! You seem to have tilted the lids a bit, I'll try my own edit once I get home

996
Pixel Art / Re: [WIP][C&C] Leia like portrait - Amiga 32 col. picture
« on: January 27, 2017, 11:35:44 pm »
I think a quick fix to this might be to relax her expression more re: the eyes, she looks like she's bugging her eyes out which might be where the "too big" effect is coming from!
Add a bit of droop to the upper eyelid,  see if that helps!

997
Pixel Art / Re: Tree
« on: January 27, 2017, 11:02:40 am »
I'd say reduce the leaf details some, or give the bark more divided appearance to match the foliage chunks.

998
Devlogs & Projects / Re: Untitled RPG Party Card Game
« on: January 25, 2017, 06:48:26 am »
Corrupted hologram isn't quite selling me on the concept, I'd add something like static effects or strange corruption graphics like those Aurum enemies from Kid Icarus: Uprising. As it is, I get more of a fire/electric demigod vibe!

I do like the slightly-bio look you seem to be going with for mechanized enemies like the spider or the seraph though, you don't often see that kind of trippy colorfulness on inorganic mecha designs!

999
Pixel Art / Re: [C+C][WIP]NES Style Character Animations and Effects
« on: January 25, 2017, 06:41:57 am »
I'd say original-blue with the arm on the gun-arm for stability looks nicer, orange certainly has a better gait to it and I'd try to tweak the leg movements especially.
For the vacuum machine, I'm not sure how cartoonish you want to get but some distortion along the mouth of the vacuum could add some clearer suctiony looks to it. Would look silly though.
Explosion is too uniform and stable, try having it dissipate into puffs of smoke or something, study explosions from other games for ideas!

1000
Pixel Art / Re: [C&C] Improving! (I think)
« on: January 24, 2017, 06:39:40 pm »
Study some pictures of smoke, and try to apply a more natural fade to the trail!

Pages: 1 ... 98 99 [100] 101 102 ... 199