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Messages - LD
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1
Pixel Art / Re: Johnny J - Animated
« on: February 11, 2015, 03:49:16 am »
These look really good! For the run to stop animation, I think it would look better if he didn't lean back so far and then jolt back to upright.

And yes, he does look like tintin  :P



2
Pixel Art / Re: [C+C] 8x8 Roguelike Sprites
« on: February 11, 2015, 02:08:10 am »
I changed around the coloring and contrast, added shadowy outlines on the characters to add detail and make them more visible. I also added some colors and characters, and decreased contrast between tiles that were illuminated and dark.

I also made a small mockup showing grey/blue characters on the stone background, I think it looks pretty good, accidentally placed a dark wall tile right above the torch, ignore that.


Any further suggestions with coloring, or other things? It's definitely improved, but I'm not sure I'm completely happy with it yet.

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Pixel Art / Re: [C+C] 8x8 Roguelike Sprites
« on: February 10, 2015, 11:57:28 am »
I did an edit toying with the colors. Brought the saturation on your sprite greys up and changed the environment colors to something that let them stand out more I think.
A lot of old games worked very hard to avoid grey colors on their sprites.  This is why you see so many blue/green/red sprites.  Those colors just pop out and are easy to see.
Not sure if this is anything you can use or if it helps you find a happy place but I will post it.

Thanks a lot for the edit, those definitely have a far greater contrast, but I don't really like red-tinting the whole background. When you look at the first mockup I posted, the colors are so rich, reddening them detracts from that mood. I might try to add a deeper blue/purple to the blue walls and grey floor though,  because I did want those to be cold/dark, and the red makes them look very warm. Later today I'll try messing around with the colors and shading, I'll post an edit when I'm either satisfied or stuck. Any comments/critique on the sprites besides on the grey coloring?

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Pixel Art / Re: [C+C] 8x8 Roguelike Sprites
« on: February 10, 2015, 02:48:45 am »
How's this

I yellow-tinted the characters and blue-tinted the floor, I also darkened the brown floor as to not clash with the more yellowy grey characters.

It may create the opposite situation, where the characters read well on the stone but not on the dirt, though.
It's supposed to be wood not dirt, anyways, I did have that problem, but somewhat solved it by darkening the wood floor tiles.

Just saw you're edit, I'll try that that last part later, when I have time to

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Pixel Art / [C+C] 8x8 Roguelike Sprites
« on: February 10, 2015, 01:05:06 am »
I've been working on another roguelike project, now with 8x8 sprites.
So far I have a series of wall/floor tiles, which have various lightings, as well as items, and a bunch of characters with 2-frame animations.

Mockup:


Full Tileset:


The biggest problem right now, is that grey characters have no contrast against the grey flooring. Brown flooring was easy to contrast from brown characters, because it's easy to make a lot of shades of brown, but they grey on grey is almost impossible to make out.


I'm looking on advice to fix this, as well as general advice on the tileset and characters. Thanks in advance!

6
Pixel Art / Re: [C+C] Rogue Sprites
« on: February 08, 2015, 04:20:46 pm »
I started to redo the knight sprite:


I think it's a bit better, but I know it still needs some work. Any comments, suggestions?

7
Pixel Art / Re: UPDATE: Pterodactyl Mobile Suit Design ~ OCTO FORCE
« on: February 06, 2015, 06:47:46 pm »
You are being way too judgmental and you are making to many derogative assumptions about me.

I'm not an expert on this, and it's just my opinion. But you need to back off.

Realize the illegitimacy of what you are claiming.
You asked for advice, and I think people put some solid work into their responses, I was only suggesting that you try some of it, as your original piece had barely changed at all, and you dismissed a lot of it somewhat rudely. I gave you some advice, and all you did was complain about it. I really don't see the purpose of giving constructive criticism if you're going to be ignored and yelled at for doing it, so if you really want advice, I would suggest not taking so harshly to criticism, no one is trying to complain about your work or demotivate you, but it's hard to give advice without suggesting changes. I'm sorry if I offended you and started a bit of an argument, but I really didn't think my post was very offensive.

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Pixel Art / Re: UPDATE: Pterodactyl Mobile Suit Design ~ OCTO FORCE
« on: February 06, 2015, 03:46:29 am »
In most of what I've seen in the topic, and the link you gave with some of your earlier work, it's just a lot of drawn lines and gradients. I've seen quite a bit of solid advice here, and I feel like you have ignored a lot of it. I'm no expert when it comes to art, but I you really should try starting with a smaller size and a simpler color palette, so you are getting more practice on the pixel level.

You claim that the challenge of working on a larger scale is worth it, but I think right now the larger scale is just causing you to use line tools and gradients to get a relatively cheap and simple looking art style. I quickly scaled down your image to 25% and recolored it a bit using just 8 colors. It doesn't look great, but it's a pretty rough edit, and it's clear that even with a much smaller scale, you don't really lose much of the detail you've included. I would recommend at least shrinking to 50% size for now so you can concentrate more on how it looks at the pixel scale (it is "pixel art" after all ;))


I'm non expert on this, but it's just my opinion.

9
Pixel Art / Re: Rogue Sprites
« on: February 05, 2015, 11:17:57 am »
http://imgur.com/a/JOKAx#80

I did a project about class types not too long ago, and a friend showed me this in case I wanted some inspiration.  I don't see why you can't.


Anyway, more than one or two frame of animation is probably a good idea, but if it's so low res it probably doesn't matter.
Thanks, although those sprites aren't really the style I'm going for, I might still be able to find some inspiration from them. As for the more than one frame animation, the two frame animation looks okay right now because it's so low res, but it might look better with more.

They look pretty solid to me.

I think the thief’s green colours need toned back a bit.

Just a heads up, you'll probably get asked to post your sprites with a mock-up here soon.
Thanks for the compliment, although I'm not really satisfied with them.

Is this better?


Anyways, I'm really looking more for advice on their form, particularly the hoods, and the the animation, but the rest of it needs work too. I've tried changing them a bit, but this is still my best draft by far. Any advice on how I can improve them?

10
Pixel Art / Re: Underwater rock tiles [C+C]
« on: February 04, 2015, 11:39:15 pm »
I actually prefer the style of your "when I started out it looked like this" (although it obviously needs some work, especially in coloring), it looks more like pixel art, and less like a scaled down image (even if the newer version isn't, it still has that sort of feel). Here's a quick edit of some rock tiles I sketched up a while ago. They are a bit lower res than yours, and I only spent about fifteen minutes on them, but i think they have a more artsy feel.



I guess it's all really a matter of preference though, and really I'm FAR from being an expert on pixel art.

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