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Messages - philipptr
Pages: 1 ... 4 5 [6] 7 8 ... 27

51
Pixel Art / Re: Realtime-Graphics Arkanoid Raw Klone
« on: May 11, 2008, 05:08:10 pm »
Wheres the point in generating tiles in "real-time" (i guess they are you still keep renderings of each tile in memory)?
1. It's harder to make looking good.
2. It's harder to change.
3. With increasing complexity it makes the code uglier.
4. There's no speed benefit.
And you didn't do anything you couldn't have done with a few tiles. (rendering the grafics would make sense if you had to make countless of tiles for the same result, which is not the case here, I fear)

52
Pixel Art / Re: [WIP] Purple Spaceship
« on: May 03, 2008, 03:05:38 pm »
Small edit to show what you can do with a little cleaning..

I've simplified the cockpit design for readability-reasons. I think you should either simplify it or add a few more shades to make it readable

53
Pixel Art / Re: [WIP]self portrait style imitation
« on: January 09, 2008, 12:37:07 pm »
and yeah I understand where you all are coming from it's not like I'm out to try to get the same recognition that indigo does(lol I'm quite a bit far from that) I just liked his style for this particular peice and was just doing it for a bit of fun as something different than what I'm used to pixeling.

the problem is that your not imitating the style but the piece itself. you only changed the hair, eyecolor and mirrored the expression. why don't you go ahaid and change the pose like some here told you? the pose is not part of the style, and by doing so you would protect yourself from the heavy referencing you did until now, which won't really help you gaining new skills..

54
Pixel Art / Re: Green Pixel
« on: December 20, 2007, 05:47:51 pm »
It's very hard to critcize something if one does not know what it is or what it is meant to be. It seems like random abstract stuff, and to be honest I don't think you will get any better from making stuff like this. While realism is something optional in art, it is imo important to atleast master shading and lightning, the use of colours forms and so on. And you will learn this far easier by trying to pixel something serious.

55
Pixel Art / Re: Futuristic energy core...thing
« on: December 15, 2007, 01:48:19 pm »
I am not sure about the colours of the edges, this depends on the surroundings of this thing, but the middle looks awesome.
Some nitpicking:

56
Pixel Art / Re: new stuff
« on: December 15, 2007, 10:07:12 am »
I disagree. I think the big daddy has enough contrast. The brightest highlight used has a luminance of 92% (lab) and assuming that the mech is made of some matt instead of some ultra-shiny material I don't think it really needs shiny highlights. The darkest tones are a bit bright, but this depends on the scene. If it's supposed to be put in a neutral scene it would look strange but in an only slightly dizzy scene this would work I guess.

57
I actually like the darker version much better. It is no readability-issues at all and creates a nice cave-atmosphere the rest while the brighter version seems to work a bit against the atmosphere.
Ah I would love to play this game fullscreen right now :)
Only thing I might crit is the use of cyan in the green crystals. It looks nice but makes the hues of the blue and green crystals even nearer which might make it a bit problematic in gameplay,and look a bit inconsistend considering the much greater difference between the other items.

58
Pixel Art / Re: AA help
« on: November 25, 2007, 02:22:22 pm »

quick edit, pretty similar to BG's edit, but a bit more extreme I guess. If the sprite is used on bright background, or on a small display like the psp ones, you might not want to go that dark with the blue tones to be able to make details more readable but otherwise I think these saturated dark blue tones work pretty well with this sprite.

59
Pixel Art / Re: some bunny type, thing.......
« on: November 11, 2007, 09:26:29 am »
I really don't get why one would add a gradient to an edit.

@Dokzai: Your palette needs more contrast. The two brightest skintones are in my opinion too close to each other. That's also a reason why your AA looks so jaggy, because its gamma is so low. Also I don't think the hue-shift to a blue-ish brightest tone works, as normally one would hue shift to a warmer brightest tone, since in most natural situations the light source isn't neutral white or even colder than neutral white, but warmer.

60
Pixel Art / Re: [WIP]RPG tileset
« on: November 04, 2007, 12:35:57 pm »
the boy seems out of place (especially his hair) but otherwise you did some great work and progress! (palette could be optimized a bit though ;))

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