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Messages - Ambivorous
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341
Well, following all that there really isn't much left for me to do other than change the GUI slightly. D:

I like your fat health bars. Health really is quite important to fights, so it deserves more real estate on the screen!
As for the contrast problem I think I've managed to solve that without the need for dithering.
Players probably won't be seeing grass for the first time under their attack listing, so I figure it'd be enough. As an alternative I could use an icon? 8x8px is enough to make a little leaf icon. It's all for naught though, since I can't use that layout given the other issues.
I've put each pokemon's information right up against them, so now you should easily be able to tell which is which without the need for arrows.
Cursed scrolling effects ruining my full bodied backsprites. Though I'm sure one could come up with an alternative means of scrolling that would allow for a shorter text box? In any case, added a fatter text box.

Yeah well clean/strictness impresses me! T_T Silly target audience. Gave it rounded corners for them.



That's it. In my defence, my mindset is that of if it were released today (well 2013) and its target audience was me - just on the limited hardware of the GBC.
Speech bubbles from the left indicate it's our action, from the right our opponent's. We read from left to right, so I moved the fight options accordingly.

342
Well then! here are some screens I would have tried:



The biggest problems I'm having here are where to put the player's pokemon name when selecting your options. I just can't seem to place it somewhere convenient and aesthetically pleasing. Could make the window smaller if you wanted more space, and I replaced PKMN with SWITCH, because that's what you're really doing.
Your moves selection screen is easy, since you don't need to know your pokemon's name while selecting a move to use. Health and level you do need to consider though. You also don't need to see the entire of your opponent's pokemon sprite. Having all your moves' types and PP is also nice.
This one I could't get around. Writing works best horizontally, so what can I do.

I like having full backsprites though, and didn't realise until now Black & White have them. This one is obviously rushed; I made the flower fairly pretty and then got over it for his body. You get the idea. :P
Mine is a 32x32px image scaled x2 and shifted 4px horizontally. No idea if that's allowed, but it seems easy enough to code. Another 4px could be squeezed out on the Y axis if you wanted taller backsprites (doubled to 8px then). I could have easily just made it a 64x64px backsprite though, or indeed 72x64px.

343
Am I doing this right?


344
Pixel Art / Re: Guydude in his room of averageosity. [WIP, C&C]
« on: May 27, 2013, 02:36:14 pm »
Thanks for the advice, Pype!

Well, the reason I went with the darker colour on top is because that cupboard is as tall as the room, so I figured not much light could get to its top. That said, you are absolutely correct, as it is now it doesn't work well.
So I've done one lighter version (all top surfaces are all brighter than side surfaces, and side surfaces touching the screen edge are even darker, by the by) which definitely makes it more readable. I also made a darker version to imply that the cupboard is touching the "ceiling."



That girl is one of the characters I am going to use, so critiques on her would be appreciated. Here is her concept image:



As for the reorganising, I'll make sure to keep that in mind for the next scene (this one was more of a test in any case)!

345
General Discussion / Re: Restoring the former glory of Pixelation!
« on: May 26, 2013, 02:06:55 pm »
I'll be honest, I never bother with introduction threads any more, but hi, I'm Ambivorous.

I didn't know this was a thing until I read in adcrusher's X-Ninja thread that some kind of revival was going on.
To get the obligatory things out of the way: I can program some and did web design for a few years - a lot of which was personalising forum software (mostly phpBB), so creating themes and adding little programs that automate collab creations would be right down my alley. That said, I'm sure there are others who could do better and are all ready part of your dev team.

Now to help with ideas.
When I first came here three years ago you guys had a pretty, pixel theme and those pictures at the top with links to impressive works and collabs really dragged me in. Then I got to looking at the most impressive works on these forums (from feature chest, etc.) and it inspired me greatly do get my pixel on. Then I started viewing other threads of works I found very appealing and finally I created an account and posted a work of my own.
And theeeennnn I didn't get a response for 5 or 6 days so I got kind of over it, sadly. Then I didn't really come around for 2 years.

So, assuming I am your average Joe visitor, I'd say more competitions, a pixelly theme and continued assistance in that pixel art forum should be enough (all things all ready mentioned, I'm just confirming they worked/would have worked on past-me).

That said, I'll start helping out on more topics to do my part.
Though to be honest, I am still very much learning myself, so I feel quite insecure about my suggestions sometimes.

346
Pixel Art / Re: [WIPs] Kai's Sketchbook - Need Help w/ Rocks
« on: May 26, 2013, 01:06:13 am »
Haha, glad I could be of help!

Your rocks issue has me intrigued. I once made some nice looking rocks and it must have been by pure chance because I couldn't replicate it afterwards.
Here they are for reference:


So I did a quick study (quick for me means an hours or so) on the effects of clusters and contrasts with regards to the "sharpness" of objects.
Here's how that turned out:


Basically -if you want sharper looking rocks- not only do you need straighter lines around your clusters (so essentially you'd be using skewed rectangles to draw your rocks), but you also need to keep the contrast high. Which is to say, putting your lights next to your darks separated only by a thin line or possibly nothing at all.
In the end I was able to give all my rock surfaces more awesome with nothing more than a few pixels (line or cluster) of the darkest shade to highlight (lowlight?) cracks or depressions.

And also remember, the closer the light source to your object, the less of the lightest colours will appear on your surface, so since the light source for Mana's rock wall there is quite far away, they've used lots of the two lightest shades (ie. the liberal use of pink), whereas your latest edit and my earlier edits have a closer light source (very close for mine) and so a lot less of the lighter shades.

Good luck!

347
Pixel Art / Re: X-Ninja
« on: May 25, 2013, 07:06:56 pm »
Just add some shadow underneath leaves on the top half and highlight more leaf tips on the bottom half?



Like so, then it'll look more like this (the right side of the image has my edit, the left is the original):



Oh, and i added an extra colour to the top leaves, because shiny.


Everything else looks amazing! I'd love to give this game a go!

348
Pixel Art / Re: [WIPs] Kai's Sketchbook - Need Help w/ Rocks
« on: May 25, 2013, 06:41:47 pm »
Definitely an improvement! Looking awesome.
I'd say the lighting on the ground is a little too perfectly round. The lighting on the walls looks much more real. Also, why do the walls get so little detail compared to everything else? Poor things!

From a design point of view, I'd think prison bars shouldn't be bent, or they would be easy to escape from because bent metal is easy to bend more (not to mention the giants gaps any human could crawl through), but that's just a touch of realism. It's fantasy though, so anything goes.


Now, as for your rock wall problem. I tried my hand at a rock wall quickly using the colours from the image on the right (which I assumed were the colours you had to choose?), and then realised I am useless at imagining a rocky texture, so I made a spikey ball instead.
Then I realised that if you look at the spikey ball differently it could look like a rocky hole! Woo! Accidental thing that is good.



What I learned from this is that every colour/highlight is used exactly the same -to define the shape more- just in a lighter situation. I think you are just using your second lightest colour (the pink) incorrectly (and also you're missing an intermediate colour between it and the purple).
In the picture on the left they've used that pink very liberally with only a touch of orange after (my images do not do the same).

I'd say draw some irregular objects that you're used to drawing using that colour palette, and also try drawing a rocky wall with just grayscale (and perhaps only 4 shades). Then put the two together later.


Aaaand that's my 2 cents. Keep up the good work. ^^

349
Pixel Art / Guydude in his room of averageosity. [WIP, C&C]
« on: May 23, 2013, 10:45:07 pm »
This should be pretty straight forward.
I'm going for a new style that is quick and easy to draw and apply, minimalistic, and yet still aesthetically pleasing. The idea is typical, old school JRPG-based; floor tiles are 16x12px and things have a height based on a multiple of 4px.

So far this is what I have:

The .psd file. (Noooo idea if that'll work; I've never uploaded things that aren't pictures before, I think. It's a Google Docs link, so find the download button at the top left.)

The main problems I'm having here are my choice of colours (I haven't really worked on the palette yet because of this) and adding textures (especially wood). Oh, and some perspectives are off, but the more I look at/work on them the more jumbled my brain gets.

Nooooww then: parkay flooring; that black thing on the desk is supposed to be a laptop; the black thing next to the desk is a bass amp (facing away though, what can you do); and the picture is supposed to be a strelitzia (though it's just a placeholder really). Oh and it's a window frame on the left there (door frame and knob on the right).

Plz hulp~

EDIT x2 COMBO:

Lightened up the place and edited a little. More adjustments!


I'm fairly happy with the latest adjustments, so I'll just assume no one has any objections and continue onto another scene.

350
If I understand correctly, are you basically layering horizontal sections of it instead of thinking of it as a sphere? Looks like your view is more of a top down view than mine. I think we both shaded it the same way though, I just sketched the whole thing out and did the shadows and then highlights but I was probably imagining it differently. I'll try that style too.

Ermm, I'm fairly poor at explaining myself, so I made pictures rather!
This is more or less how I would have shaded the tree ignoring bunches:


And then using the following technique I'd add bunches:


Starting with a simple round tree with simple shading.

Drawing an imaginary ellipse where a bunch should be.

Then, using the colours afforded to me by the larger shading (and adding a little more to both the high and low lights) I'd make bunches.


Mine was a bit more top down yeah, and I should also mention that the bottom half of your tree is shaded perfectly, you just needed more "volume" in the top half. Which just means less dark colouring because the higher part of the tree you'd expect to be a lighter colour on the whole (though actually if you look at tonnes of pictures of trees you wouldn't see that). That way the tree looks more solid (which again, they aren't IRL, but we're tricking eyes here, not going for realism).

I think.

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