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Messages - UncleSporky
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11
Pixel Art / Some kind of berry man.
« on: January 21, 2007, 04:22:36 am »
I didn't set out for him to be a berry, but he turned out that way.  And while it's rather disturbing, I think he looks delicious.



10 colors.  One of my first attempts at a pixel art bigger than a standard game sprite.  c&c?

EDIT: Shaded the area behind his ear that I forgot about.  Also, here are my lines if anyone else would like to color them:


12
Pixel Art / Re: New member
« on: January 20, 2007, 07:45:23 pm »
All of it is very nice.  A lot of iso art looks flat/cartoony, you add a lot of nice details to yours like the shine along the corners.

But one thing I noticed: on the tall tower, you have shines all along the edge where there should probably be shadows.  They're all right after an overhang.

13
Pixel Art / Re: Newbie.. I made a troll
« on: January 20, 2007, 05:15:34 pm »
and some dithering.
Dithering would be pointless on such a small peice.
I agree, when you've got a 2x2 highlight, the only way you could "dither" it into the rest of the color would be one pixel on each side of the highlight...and then you start running into other parts of the sprite, making it look messy.  For smoothness' sake, more colors are not always a bad thing.

However, I do think there could be some more level seperation on the greens.  The darkest green is too close to black, and otherwise I think you could get by with 4 greens instead of 5.

Wait, that's not what this thread is about anyway, is it?  :P

14
Pixel Art / Re: Zelda Style Sprites
« on: January 20, 2007, 01:56:23 pm »
Walk cycle is fine, it reminds me of the Pokemon people.

I like the trails behond the swing, but I don't like how he swings twice, like he's trying to shoo something away.  I don't know how close you're trying to copy Zelda, but if you look at it he always makes a single slash in one direction.

Also something that's been bugging me about the shadows from your walls is that it feels like the whole dungeon is floating above the ground, like so:



It's because all the walls are light and yet a shadow is supposed to be coming from them, so they feel like they're on a different plane.  I liked it before when your walls were shaded.  The black outlines are good, but just darkening those walls again could help a lot.  I did this with a quick photoshop filter and I think it gets rid of the floaty effect.


15
Pixel Art / Re: [WIP] Tiny walking animations
« on: January 19, 2007, 10:16:23 pm »
Oh wow, thanks a lot to both of you.

willfaulds: I did draw some lines across for most of him, but I must've lost some of that in the editing process.  I did know about the hands, I thought they looked better smaller but longer probably makes more sense for a relaxed walk.  I didn't notice the shortened area around the neck though, that was probably a big part of his wimpiness.
Like Wayuki said, I didn't turn his head because it didn't make sense to me to do so with a stict 90 degree turn of his front pose.  I know that straight forward and profile poses are generally boring, but they're the easiest to represent and see in smaller sprites (IMO).  I do like what you did to his front, though.

Wayuki:  Thanks, that's a very nice edit.  As I thought about it today I realized that a sideburn/more hair would work well, especially for defining an ear, and you did just what I was thinking of (probably better than I could've done it myself  :P).  However, I think he looks a little too paunchy in your edit, and following the line down to his leg makes his thighs look fatter too.  Something I probably should've said to begin with is that this guy isn't wearing body armor, more like a starfleet uniform from Star Trek.  I don't want his belly to go out too far, but I also don't want him to look like he has breasts.  In the original sideview I was trying to do a subpixel sort of thing to imply a beefier man-chest without doing any hard lines, but I think willfaulds got closer to what I was imagining.  I like both chests better than my original, though, so I'll just have to play with that.
I like the extra definition you added to his nose and jawline.  Again, I was trying to do some subpixel stuff to imply his jawline, but I think it works better being stronger like that.  Also thanks a lot on the skin color, that's much better.

16
Pixel Art / [WIP] Tiny walking animations
« on: January 19, 2007, 01:58:18 pm »
Hello all.  I was here briefly back during the "blue" era, when it was, what, pixelation.cjb or something?  Glad to see the way of the pixel continues.

Anyway, I've been working on some little animations in order to remake a really fun game I've been playing with an interface/graphics I dislike.  Probably a pipe dream, but a little pixeling never hurt anybody.

Forward walk cycle:



Supposed to be something in between a walk and a jog so I don't have to go to the trouble of both a walk and a run cycle.  ;)  I like working small because it's really satisfying to have good detail on something with so few pixels to work with...although that's where I run into trouble.

The question I have is here:



Before I get started on a side cycle, what do you think of his profile?  Is it consistent with the front view?  It doesn't quite feel like it to me.  He looks wimpier for one thing.  Anyone got any ideas?  Any c&c would be helpful.  How's the walk cycle?  I haven't done very many.

Also, does he look too pale/sallow?  He looks fine on my monitor, but on another one I viewed him on he was pretty pasty.

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