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Messages - setz
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81
Pixel Art / Re: Snake creature(orignal outlines by turbo)
« on: April 12, 2007, 08:39:46 am »
more contrasted

that one works the best, IMO.

you'll want to fix up his arm and elbow, though. They don't seem to connect at all

82
Pixel Art / Re: to-roTA to-roTA TO....Mario start!
« on: April 12, 2007, 08:35:04 am »
you need alot less complication when working with a size so small, I made an edit to help describe what I mean.

black lines really make things messy at that size, and in general outlines do.



just really quick, but hopefully more readable except maybe the mouth and face

83
Pixel Art / Re: [WIP] Animation dog. Sweet and funny.
« on: April 11, 2007, 05:07:31 pm »
'In SOVIET RUSSIA, THE FIGURE PUSH OF ELEMENTS YOU!!!"

after translating it back.

dog's looking nice, I'd probably go with the second lieing down frame, but its hard to tell without an example of a background

84
Pixel Art / Re: The end of days [Update]
« on: April 11, 2007, 04:52:52 pm »
I think because the BG sky color is also the color of the mountains, it makes it look more like a wall than something off in the distance, I had trouble realizing that until I thought about it.

85
Pixel Art / Re: chubby predator
« on: April 08, 2007, 07:28:20 pm »
I made a very rough, quick, sketch of hands for you, and pointed something out to me; his back arm is down lower than his front arm, even though its supposed to be in the backgrounda bit, you should move it up a few pixels.


86

I felt like something different.

sort of a rush job.

87
Pixel Art / Re: Wii Got Fliis - A Wii Flash Game WIP
« on: April 05, 2007, 03:07:12 am »
tbh i would never buy a wii game that had 3x pixel graphics...

tbh, I would never base my decisions on games on the graphics.

this looks great, the only thing that really bugs me about it is the flat/squareness of the pipes. Perhaps make the hero 8 pixels bigger? Also the rocks really stand out, but I can't tell if they are meant to be foreground or background objects. If they are foreground make them abit more square so it doesn't look odd when they're walked upon, if background, maybe dull them abit, as they really pop out like that.

88
Pixel Art / Re: Galaga Gets a Visit from Zee
« on: April 04, 2007, 06:52:44 pm »
I thought the colors looked kind of drab, I made a pallete edit. I probably over-saturated them abit, but it gives them more pop.



also correct me if I'm wrong, but wasn't galaga on a black background, with the enemies facing downwards? It doesn't really matter much, but I think its better to design sprites in positions/backgrounds relevant to them.

there is also the issue of the weird shading, and head positions, but I haven't really touched on that so meh.

89
Pixel Art / Re: Character and Tiles, Sci-Fi ORPG
« on: March 20, 2007, 11:20:33 pm »
oh wow, I was under the impression this was supposed to be a 2D platformer going from the earlier shot, my mistake. Defenitely try to give more variation on floors and walls.

you also will want to code the shadows to accomodate for walls; otherwise it will look very weird.

90
Pixel Art / Re: Working on a game :o.
« on: March 20, 2007, 07:40:28 pm »
I made a very small edit, I only changed 2 things; I made the walking plane abit more obvious, and I a few of the BG colors.



Things were blending in together too much in your picture, characters should be obvious, and the whole thing looked very flat; I only added one line, but it gives the player the idea that its a surface you can walk on. Theres not much of a feeling of depth; the ground looked about on the same level as the background.

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