Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Dhaos
Pages: 1 ... 17 18 [19] 20 21 ... 23

181
Pixel Art / Re: Zong, a spaceship sprite topic
« on: February 26, 2006, 12:50:13 am »
These designs are really good, but they could use some more contrast. (mostly the shadow tones should be darker).

182
Pixel Art / Re: spaceship fire animation
« on: February 26, 2006, 12:48:09 am »
The ship is well done, but like others have mentioned, the firing needs work. Once you add an illumination and make the guns move while firing, the animation will look alot better. Also the blasts seem dimmer than the ship itself, it looks kinda weird hehe.

183
Pixel Art / Re: navigation bar
« on: February 26, 2006, 12:45:24 am »
The 1st navi bar is very megamanish, I <3's it. Your second navibar is a bit messy though ó_ò. The screen dithering is pretty random, for dithering to look good it must form a uniform pattern (your dithering is a bit uneven and jagged). Another problem on < side, there are random gaps in the dithering (probably from copy pasting?). Well anyways good luck with this ^^.

184
Pixel Art / Re: Jungles spirit
« on: February 26, 2006, 12:12:05 am »
Hmm, I think he could use a lot more contrast. Consider darkening his two darkest skins tones a bit. Its > foot also seems smaller than his < foot =X. Besides those points, its a nice piece.

185
# 3 and #6 are my favorite here, well done matriax! #6 would look a little bit better if each letter had perspective, but like you said, you wanted to this to be simple so its great as is ^_^.

186
Pixel Art / Re: Begin in demoscene...Update(Perspective,Ilumination...)
« on: February 24, 2006, 11:03:19 pm »
Those colors are absolutely gorgeous Matriax. Your font is also pretty cool. As far as the demo-logo goes, you dont just apply the same perspective to each letter, you apply a perspective to the entire logo. Pick a focal point (perhaps the 'M' or the 'R') and the rest of the letters should get smaller the further they are away from the primary letter/focal point. It would make your logo much more dyanmic. Whatever you decide to do good look, I'm sure it'll look great anyways ^_^.

187
Pixel Art / Re: Vertical shoot em' up sprites.
« on: February 24, 2006, 09:35:18 pm »
Quite nice. The explosion animations are great. Like you said, the ship should pop out more, I've provided an edit for some ideas:



[STEP 0]
-optimized the pallete
-merged several of the dark tones (like 5 or so O_o) and several of the lighter tones (too close together)
-contrasted the remaining colors
-working with fewer colors tends to make a pic much more contrasted
-the optimization tends to really...fsk up the look of the ship at first heh...eh...ew

[STEP 1]
-deblurred the cockpit area
-deblurred tail of ship, also gave it a more oval shape (lopsided towards the back end)
-contrasted the two 'lines' right above it

[STEP 2]
-cleaned wings up by 'flattened' the wings using 3 or so tones, I did this to prep for detail
-elliminated darkest color

[STEP 3]
-decided to make the wing-edge and the center represent the major wing details
(when designing small objects you must decide which details should stand out and which don't, or stand out alot less. This variation is easier on the eyes, and helps guide the viewer through your sprite)
-extruded the edge a bit for a tiny bit of extra detail

[STEP 4]
-decided to mute the other wing details
-made the inner portion of the wing stand out a bit
-contrasted the inner portion of the wing detail by removing one of the lighter tones
-reworked the detail on the wing engines/boosters/cylindrical objects XD

[STEP 5]
-detailed the main engine a bit more
-had to modify the back portion a bit to allow for more detail in the engine
-decided to merge the are where the wings connect to the ship's body

[STEP 6]
here I just pretty much fondled the whole design to my own sick and perveted tastes, (just use this last one for inspiration on other designs I guess or trash it XD)

188
Pixel Art / Re: Silicon
« on: February 23, 2006, 02:43:42 pm »
Tiny *clear* pixel art = awesome, fantastic work here. Couple of thoughts: maybe add a light (bulb) in the background, perhaps add an AA tone of the laser beam.

189
Pixel Art / Re: Kitty Hawk (Updated)...
« on: February 23, 2006, 02:35:10 pm »
Nice city scape tiny, however the lights on the buildings seem rather bright, they could confuse the player with any projectiles fired unless all projectiles are all 2-3px thick ^^U.

190
Pixel Art / Re: Harvest Moon Mockup
« on: February 23, 2006, 02:31:54 pm »
You seem to be working very hard on this, so I decided to to a grass-edit for you. Most newer games do not use one tile grass anymore, they usually use 2-4 (seiken densetsu 3 used 2 different grass tiles for example). I personally enjoy using 3-4 if I'm able to. Anyways here's two examples of grass: a clear version and a 'bushy' version.

simple:



bushy:

Here's a few things to keep in mind:
-99% of decent pixel grass follows the same 6 shapes/types of grass-blades (see if you can find them in my edits)
-every pixel of a tile does not need to be filled
-grass is never a perfect pattern unless its cultured/groomed/mowed
-multiple tiles lets grass look more natural and wild
-grass tiles are design to 'tile' only once (you create tile patterns using several tiles)
-ground tiles in general look better when they have smooth transitions (the grass gets tall then shorter)
-high contrast grass is *bad* it overpowers the picture because grass tends to take up the largest space

Also I realize my edits my be too detailed for what you're doing, but it should give you some ideas on how to improve your grass. (and of couse you can ignore all this because you didn't want your grass to be like that =P)

Pages: 1 ... 17 18 [19] 20 21 ... 23