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Messages - lilwing
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11
Pixel Art / Re: Adventure character crit
« on: May 25, 2011, 02:33:58 am »
Your three-color palette reminds me of the NES. What sort of limitations are you using?



Personally, I think you should replace black with a dark blue color to eliminate the outline effect. Really, black and white should be reserved for the darkest shadows and the brightest highlights. Animations look good, but the front and back sprites should have a horizontal one-pixel head bobble.

12
Pixel Art / Re: Bear Thing
« on: May 25, 2011, 02:29:24 am »
The lineart is all right, but honestly, this doesn't read like a bear. It looks like a rhino. What kind of bear is it supposed to be? I would guess with a nose like that it's supposed to be a Koala? Because the actual anatomy of a bear is a lot different than that.

13
Looks like you got a lotta views on Youtube, congrats!

I like how you combined elements from retro gaming for a nostalgia effect. You've manipulated pixel media in a way that's unique to pixel art and I'm pretty surprised that it turned out so well. Is it really 8-bit?

14
Pixel Art / Re: Camel Sprite (Needs Help)
« on: May 23, 2011, 02:22:53 am »
The forum has its own built-in magnification feature, you should resize your image to 100%.

Anyway, it doesn't read as a camel. It could be a four-legged brown dinosaur. I suggest studying images of a camel, drawing a few pictures, and then having a go at this.

15
Pixel Art / Re: Working on a mockup
« on: May 22, 2011, 08:22:21 am »
I actually like the first palette more. I think it would look better, though if you add some contrast. Try adjusting the highlights and shadows to more intense values and see how that looks.

16
The dwarves don't really fit well with the other sprites for some reason... it could be the palette and size, relative to the others.

The rest of the sprites look nice, just need more contrast in some areas.

17
e un pracer  ;D

the animations look all right, but the head needs to bob a little while walking.

18
Pixel Art / Re: [wip] NES Snake platform mockup
« on: May 22, 2011, 07:51:03 am »
I read in some of your earlier posts, Kasumi, that sprite palettes can be switched out every scan line. Are there any original examples where this technique was employed?

In SMB, there are a few sprites that change palettes within the same level (red/1up mushroom, red/green turtle, etc.). Meanwhile, red koopas do not fall off ledges. How does palette swapping work in that case?

Anyway, in addition to updating the snake/mouse sprites a bit, I made some enemy sprites using existing palettes, but I'm not sure if I'm happy with them. They don't seem to fit well with the snake/mouse sprites. They read well, but lack detail. Meanwhile, I'm trying to come up with a fourth palette that would utilize pink, so that I don't waste a whole palette on overlay colors.

19
Pixel Art / Re: [wip] NES Snake platform mockup
« on: May 21, 2011, 08:43:37 pm »
Thanks, that was really insightful! Today I am going to make some more enemy sprites, but now I'm not sure what my limitations are. What I understand from Bob Rost's lecture notes is that you can set 4 sprite sub palettes (per name table?). So, there is a maximum of 25 colors on the screen at once, and since only one player sprite (snake) is drawn during gameplay, I can swap out the two palettes, and treat them as one? In which case, it is obvious that the palettes are not static, and I have an additional palette to work with, correct?

20
Pixel Art / [wip] Mr. Cuddles
« on: May 21, 2011, 01:53:47 pm »
This all started out as an idea for a NES homebrew. I recently decided to toss out the NES limitations to create a more unified palette. Perhaps I will go back later and reapply the limitations. Lately, I've been focusing on the enemy sprites. I still need to go back and make a new Mr. Cuddles sprite and I need to start with bg/fg tiles.

The idea for this mock chibi style, especially the bovine, was inspired by Yondemasuyo, Azazel-san.

The idea of the game is that you're a corn snake who collects candy corn. Most of the "bad guys" are capsular robots as pictured below.

Most recent work (these are all incomplete, some more than others):



Rough draft walking animation:


Older:



Oldest:


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