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Messages - Pix3M
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201
The GB could do a lot more than what Pokemon does. I mean, they surely did not have all pokemon gfx in memory. There are games with much more complex art and crazy tile usage. Most likely is that Nintendo just did these as cheap as possible as far as assets go.

For those of us who are less technically inclined, what is a game that gives us a better idea of what the GB is capable of?

202


Fiddled with the tiles, though I kept their tiling approach the same, just made the tiles themselves look different.

The lighter ground tiles better, the next darkest ground reads better as a grassy texture.

Tall grass though? Not sure if a more 'real' approach works better than the other approach that uses giant weeds.

My new tree probably tiles worse because I gave my tree more form.

The big trees from Viridian forest might be interesting to tackle next.

203
I think this screenshot of route 1 should be more suitable for this activity. It has trees in it, and we have a more interesting perspective on Red.



Also, the thing I dislike about the gameboy palette: If you're familiar with the fact that human eyes are more sensitive to higher values, the available gray colors are a bit dark. There's a stronger contrast between the lightest two values but smaller contrast between the darkest two.  :'(

204
It's not that bad, is it?

Also, with anything commercial, time is much more important and most players have no idea what banding is, nor do they care, they just want to play the game as soon as possible.
I also feel that people who don't see themselves as pixel artist just blames all the faults on the medium instead of a lack of understanding of the medium.. Like, "This is good enough for pixel art.." or "Meh, it's pixelart so yeah it's gonna look a bit bad.."

Let's put aside the pixel technique. Obviously the technique is bad but I would bet there are a lot more interesting things we can bring up about the art. What I am noticing is that some of the pokemon sprites have compositional problems. Others have noodly appendages and anatomy quirks that doesn't seem intentional. I think there's plenty of stuff you shouldn't need to be a pixel artist to notice with these sprites.

But then again I just read that Ken Sugimori worked at the original Red/Green versions as a character and pokemon designer. Whatever was the deal with stylistic inconsistencies, he has definitely become a stronger artist over time.

Quick notes glancing through each pokemon.

Bulbasaur: Something tells me that it's not a smart idea to have its legs cover both sides of its mouth.
Ivysaur: Only one leaf is visible. More visible leaves might do this some justice.
Squirtle: This sprite has bad readability. The mouth would be more readable if that mouth cluster was black. The arms are also short so the raised arm appears to be part of its shell, but the solution is to make that arm longer.
Wartortle and Blastoise: Wonky forms are wonky. So many parts are shaded the same way so it flattens the forms.
Caterpie: Noise under its mouth.
Beedril: Aaahahaha, I can relate when I've seen plenty of pony artists who draw hind legs much like humans. Beedril's legs are structured like a pair super-simplified human legs. I noticed that in later versions Beedril's 'foot' is much larger now.
Pidgey Family: Did the spriter know how wings work? The anatomy is different from each evolution. Pigeot has the most confusing composition.
Spearow: Readability, dammit! I can't tell how the wing is attached to the body.
Ekans: Interesting head anatomy. iirc snakes do not have a brow and I am not sure what the brow is adding to the design.
Arbok: The body looks like one of a worm, not a snake. Same for Ekans. Not sure how a more proper texture would work out, but possibly they made the body worm-like for the sake of ease.
Pikachu: One leg appears to be different from the other.
Raichu: Two visual tangents: the arm touching the ear, and the tail touching the underside.
Sandslash: Broken neck?
Ninetails: The raised leg appears shrunken.
Golbat: Haha, how is that tongue attached to its mouth? Composition is also a tad confusing.

There's a lot of pokemon to go through but I'll stop here for now. Other stuff for me to do atm now

205
I have a feeling that the game didn't have a particularly strong artist. For the sake of this thread, think we can confirm whether they got a professional to do the sprites rather than having a programmer with some art skills do the work?

206
Pixel Art / Re: Tile Practice
« on: May 24, 2013, 06:10:35 pm »
After using a wood texture (referrence), I started to get how to do the texture on the wood. But I believe the wood lacks contrast? Right?

Let me know, thanks :)

The important part that the wood floor should not compete for attention and be only a background element. If you go deeper into game art, you'll eventually figure that game assets never exist in a vaccuum. It's hard to judge a game asset by itself and you're gonna want to see how everything meshes together in a unified game screen.

207
General Discussion / Re: Restoring the former glory of Pixelation!
« on: May 22, 2013, 10:06:19 pm »
I would like to be involved also.

As you may have seen, I have some free time and I would like a lot to help developping the community and making this forum more active.
Are we allowed to create participative topics like the totem one if we're not part of the moderation team ? What prevents us from creating
contests ? "Let's revamp Pokemon Red" / "Imagine a pixel art version of Abe's Odyssee" / "Reinvent 3D modern games you love in 2D pixel art".

There is so much potential.

Contests. I support this notion.  ;D

208
Pixel Art / Re: Victorian-inspired living room [WIP]
« on: May 21, 2013, 10:03:09 pm »
Update. I went a bit farther defining my forms and tried adding some more furniture.





I know I'm gonna need to do more research to go farther but as it is, I'm gonna need to focus on conveying a night time scene. I unwittingly gave myself a challenge knowing that the kinds of light sources I gave myself are a bit obnoxious for tiles  :ouch:

And, the box in the corner is gonna be a grandfather's clock. lol I created an out-of-place gray color only for the sake of making that top plane visible.

209
General Discussion / Re: pixel art job?
« on: May 20, 2013, 06:56:36 pm »
From what I've seen, I've been constantly bothered by the thought that some people just don't know talent when it hits them right in the face. I hope the guys behind Nitrome aren't the sort to not be able to recognize good artists so all artists in essense look the same.

210
Pixel Art / Re: Animated Tank
« on: May 20, 2013, 07:39:05 am »
The 'subpixelling' trick isn't something I'm all that fond of lately. While it's less weird and chaotic than moving something a distance of a pixel, it would either tamper with the intended form or create an undesirably level of blur depending how you approach it.

You can also consider making stuff move in circles instead of back and forth in a straight line, though I dunno how that would turn out since it will add more movement to an animation that's supposed to have less. Afterall, in theory everything moves in an arc.

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