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Messages - Ichigo Jam
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41
Pixel Art / Re: [WIP]first Pixel art.
« on: April 04, 2008, 07:46:48 pm »
Heres my swords thus far.... I tried alittle AA (could someone please explain what that stands for)
"AA" stands for "Anti-aliasing", and is a method of reducing the jaggies caused by drawing non-square things using only square pixels. (E.g. the way you can see 'steps' on the curved part on the end of your sword.)
Zoom in on JonathanOfDrain's edit, and see where he's added an intermediate colour to give the impression of smoother edges.
And of course, check google for more info. And search this forum for more examples, too :)

42
Pixel Art / Re: Tank
« on: April 04, 2008, 07:05:07 pm »
It's looking pretty nice, but I think it would look better if the colour usage on the top parts were more distinct from the bottom - currently I'm finding parts of the barrel aren't immediately readable against the base of the tank (the blue, ridged part of the turret in particular - it kind of blends into the grey lines on the base.)

Of course, the shadow and independent movement of the turret will help a lot with this, but it might be worth try to separate the two pieces by using slightly darker colours on the base and brighter colours on the turret. The older, red version was actually slightly more readable to me because the only place the brightest reds were used was on the round part of the turret.

43
Pixel Art / Re: [WIP] Hesper
« on: April 04, 2008, 10:43:15 am »
5) you seem to be using a lot more colours than are really noticable. If you're thinking of animating it, I strongly recommend you cut the palette down considerably!
I only see one set of colors that this is really true for :P (And that's the skin outline and hair shadow)
Hmm, maybe I overstated things... :watev:
As Sherman Gill suggests, I was referring to the skin and hair, which between them seem to use 13 different colours - including one brown (RGB:108,50,4) which is used for only one pixel.


44
Pixel Art / Re: [WIP] Hesper
« on: April 04, 2008, 01:23:50 am »
Some things I noticed:
1) dark line on top of head makes it look like her skull's too flat on top. Since the lighting appears to be coming from the top-left, the top of her hair should be lit anyway (since you're not going for a fully-outlined style)
2) Lightsource isn't terribly consistent - why is her stomach highlighted? Also, her shorts are a bit pillowshaded.
3) right arm (our right) looks a bit too large.
4) the dithering/toes on the foot on the right are unnecessary - your bigger version had very simple feet, which seems to fit the style better.
5) you seem to be using a lot more colours than are really noticable. If you're thinking of animating it, I strongly recommend you cut the palette down considerably!

Also, I preferred the colour scheme of the older version - you've already got 4 main colours (skin, hair, grey, red) and I think more than that should be plenty in a sprite this size - especially if you're going to animate it.

Here's my attempt at an edit (I'm sure more experienced artists will probably still see plenty wrong, but hopefully it will at least give you some ideas)
->
I also took the mouth out entirely - at this size I think it looks fine without it. And I fiddled with a lot of other little bits

45
General Discussion / Re: Official Off-Topic Thread
« on: March 07, 2008, 04:16:35 pm »
http://leroy.ensellitis.com
Which layout do you like better? *puppy eyes* :0' The second one is still WIP.
I prefer the minimalism of the second one.
The circles in the background of the first one are too high contrast where they're behind the text, making it harder to read than it needs to be. Also, the tiling of the background is a bit too obvious for my taste.


46
Pixel Art / Re: [wip] Iso tiles
« on: March 07, 2008, 03:55:45 pm »
For the tree, you also need more shading on the trunk - currently it looks quite flat, as the predominant colour is the same mid-tone across the whole surface of the tree.
(The problem is more visible in Tocky's edit - because the foliage looks more three-dimensional.)
Also, you seem to have forgotten about your light source on the earthen edge between grass and water - both left and right edge look the same, but clearly the left edge should catch more light.

47
Challenges & Activities / Re: Mockup Frenzy #7: Cinematendo!
« on: March 01, 2008, 01:39:35 pm »
Tiles are 8x8, so the BG palette is selectable for each 16x16 pixel block.
Each palette has 4 entries - 3 of these are selectable colours, the fourth is always transparent.

But I don't know what the "fade region" is - is there an example of it in any of the screenshots at the top of this thread?

48
Pixel Art / Re: [WIP] Card Game Sprites
« on: February 29, 2008, 08:00:27 pm »
You definitely need some more contrast on your cards.
Here's an example of what I mean: (with my edited version on the right)

You could keep the non-functional part fairly soft if you want to (although on the orangey coloured card you posted earlier it's definitely too faint), but the words need to be easily readable against their background.

For the portraits, I think you should be thinking more about how to make them fit with the other cards. Currently they're not really in the same style.
Although given the fairly abstract nature of the other cards and the game, is there a reason why they have to be portraits?

49
Pixel Art / Re: [WIP] Card Game Sprites
« on: February 26, 2008, 08:51:53 pm »
About the game:
Am I missing some options, or is it often impossible to hit the target even if you were able to know ahead of time which cards you'll be dealt?
Sometimes I get nothing but addition and subtraction cards which makes the game uninteresting (since the order they are placed in makes no difference to the result of the sum.)
What's the blue card for? I see the text "Hit my mini goal in 3 tries for a blue bonus card" in your 2-25 update, but I've not seen it in the actual game?

About the pixels:
To make it look more interesting, you need more of a theme for this - currently you've got a very simple red/white/yellow colour scheme with a quite minimalistic approach to the design. (Also, the faces don't really fit with the cards.) There's nothing wrong with that as such, but it's just not very exciting. At least try experimenting with different colours (especially less saturated ones, and remember you don't have to work on a white background.) Or think about adding a picture/design to the cards to use some of the empty space on them.

Put some details on the back of the cards - currently they're bright red and completely plain.
It would also look more interesting if you made the face-down pile of cards visibly a pile - i.e. give it some depth so you can see it's not just one face-down card.

I noticed that you're using 46 different colours in your image - this is quite excessive, and just makes it harder to work with. Some of your AA is basically invisible (e.g. between the white BG and the pale grey you're using behind the small text) and there are several almost indistinguishable colours in there (I didn't even realise there were 3 shades of red there until I looked in an editor). In fact, I'd suggest not bothering to do any AA until you're happy with the design, else it's just making it harder to edit.

Here's an edit just to give you some ideas - I'm not suggesting that this is the way you should be going, particularly.:


Also, check out this thread if you haven't already: http://www.wayofthepixel.net/pixelation/index.php?topic=5848.0

50
Pixel Art / Re: sprite, scenery help
« on: February 20, 2008, 09:12:44 pm »
About the background:
The crescent moon should probably only have a glow around the crescent part. E.g. http://pictopia.com/perl/ptp/sfgate/?ptp_photo_id=159292
You could try making some of the stars different brightnesses; currently they are entirely uniform.

I fiddled with join between the floor and the bricks below it, and the 3rd torch (as well as the sky).
Edit: Whoops: I just noticed those saturated purple pixels in the bottom row of bricks have become quite obnoxious in my edit.

And the boss character:
I'd say the big guy needs more contrast all round. Here's a very quick palette edit as an example:

I'd also suggest that it would be easier to work with fewer colours - you seem to have a lot of shades of grey on there at present (some of which are very close together). You can always add buffer shades later if you need to.

Oh, and please don't work on a white background - use a more neutral colour like mid-grey. Using white just makes it harder to judge colours.

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