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Messages - michelcote
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21
Pixel Art / Re: Housing
« on: March 08, 2012, 02:56:22 pm »
Hiya, and welcome to the forum.
The huts look noisy, you're using a lot of tiny little details. Try to avoid planting single pixels. You could make longer and larger leaves and spend a bit rendering a bit of detail in that. Your tiles look like 28x28 pixels, plenty of room to play in. Also maybe a wooden beam sticking out to hold the huts together at the top? They look like a strong breeze could destroy them.
In your color ramps try slight hue shifts to make things a bit more interesting to look at.
Keep working at it, if things are stagnant then stir things up!  :y:

22
Pixel Art / Re: ISO character
« on: March 07, 2012, 04:18:58 pm »
Lots of conflicting statements in this thread lol. Not iso enough, doesn't need to be as iso.

Both of these look rather iso to me.
I really would not let your character design be dictated by pursitic iso rules.
...
I mean, who says that a person is always perfectly aligned to the front? Sometimes you may bend your head a little bit to the side or have a small twist in your posture - its those irregularities which make up the human shape.
This.
Aside from that, I like the original character proportions better, or maybe it's the hairstyle on the buff guy that puts me off. Keep going, and take a stab at making a couple more dudes in different poses or actions (chanting for a spell, ready weapon, etc).

23
It seems like there's a style clash between the rocks and grass.
Maybe not so much, your tiles just cut off abruptly in the mockup/screenshot. The first thing I noticed is how green(or blue?) the rocks are compared to before. It looks good, but maybe shifting the hue closer to yellow/orange in the highlights could help them stand out a bit more from the grass.
The engine you have running on your site feels nice so far, btw. Can't wait to see it running with your character sprites in place and all the verbs/moves implemented.

24
Pixel Art / Re: 16 x 16 Robot sprite [wip]
« on: February 24, 2012, 03:25:10 pm »
Really cute. I agree with XLR8ED's comments about the top of the head, but I think it could be solved by adjusting the lighting on the head rather than adding the top pixels to close it. There's a lot of space in the head to add small detail to the robot's face. Another thing is the eyes don't exactly pop, so I darkened under the brow. I made a quick and dirty edit to get these ideas across. Hope this helps!

25
Pixel Art / Re: [C&C] Basic Platforming Handyman
« on: February 15, 2012, 04:04:05 pm »
Cool design idea! I think the lack of contrast and hue shifting in your color ramps hurts the character, especially in the skin tones. It's hard to notice the highlight on his head and in the mustache and hair, for example.
Also try to manage your palette better, there are some pixels in the face for example that change color very slightly and is near impossible to detect anyway. Stick to 3-4 colors per ramp to kind of unify your sprite.

A rough edit, only on the head to get my ideas across. I resized to make it easier to work with, and you can zoom in/out by click/shift-clicking images here.

26
General Discussion / Re: Rubik's Cube Pixel Art
« on: February 10, 2012, 02:58:18 pm »
I'm stunned at how well the palette works lol. Also, source is http://petefecteau.com/

27
Pixel Art Feature Chest / Re: [WIP] "Labyrinth" Sprites and Tiles
« on: February 01, 2012, 02:16:08 am »
Adding dark tiles for the walls in corners that you can flip could help with the atmosphere. Also I think the tables in the corner are the only objects noticeably out of perspective. Your palette so far is wonderful, and the character is quite charming.

28
On your Paths window there should be several icons in the lower area. The two on the left are especially useful, "Fill Path with Foreground Color" and "Stroke Path with Brush". Select the path you want to fill and hit Fill Path.  :)
EDIT: Just realized I misread. Probably raster rather than vector art. Duh.
I actually just clean up by hand in most cases. It doesn't yield perfect results, but it's less technical than using the pen tool and all that.

29
Pixel Art / Re: Shoot em up pixel art
« on: July 23, 2011, 05:59:15 pm »
Can u please edit ur post and show ur artwork at 100% instead of already zoomed in?

If it's supposed to be for an actual game, then it makes more sense to show it at the resolution it will be played, right?
For the sake of making edits easier, actual pixels are preferred. The forum also has a built-in script that lets us zoom by clicking the images, and shift-clicking to zoom back out.
SirPrize, I like the weapon choosing stuff you have going on in the HUD  ;D

30
Certainly looks useful from your website's description. I'm running Windows, so no luck for me but I am interested in an .exe release.  :)

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