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351
Pixel Art Feature Chest / Re: [WIP] "Labyrinth" Sprites and Tiles
« on: January 31, 2012, 05:24:00 pm »
I like ghost stories ;D Lovely sprite and an interesting art nouveau frame; is that intended as a global UI? it's kind of big.

A mock-up of the tiles & sprites in action would help critique, if only so we know what kind of perspective and gameplay you're aiming for here. It could also give you a better idea of what elements you might need to populate a scene.

Regarding ref; Castlevania is a no-brainer, but why not go straight to the source and google yourself up some first-hand, bona fide abandoned houses for inspiration?
 

352
Pixel Art / Re: [WIP] Werewolf
« on: January 31, 2012, 06:14:04 am »
Great, entertaining image. Bags of character in the face, powerful looking buttocks :D.

Big things; the pose/anatomy strikes me as a bit stiff/awkward, everything looks fairly human apart from the legs and head. I'd get a nice silhouette going from a thumbnail before rendering and also endeavour to incorporate a more bestial aspect; both in the anatomy and pose. I gave it a quick go moving the tail somewhere more interesting/distinct, giving him a crouch and lending more weight to the face which I absolutely love.

Little things; the definition/shine on the muscles kind of make it look like he's wearing a grey wet-suit; not very furry, but I guess you could find a nice toony compromise. There's a discussion of this issue and example solutions here.


353
Pixel Art Feature Chest / Re: A title screen. With sheep. And a dog.
« on: January 30, 2012, 08:14:10 pm »
Looking nice ;D I really like the masked patterns, the palette & also general stylistic direction.

My first thought is why not scale some things up a bit? there's quite a lot of blank space. It's also quite centralised, you could try playing about with offsetting the main elements if you stuck them on separate layers. Lastly, the two antagonists are on the same side; I'd put the wolf (lawful evil) next to the regular, defenceless sheep and the ram (chaotic neutral) apart ;).   

354
Pixel Art Feature Chest / Re: Isle of the Dead WIP
« on: January 30, 2012, 07:46:35 pm »
Yeah, as nice as some of the temple stuff looks, perhaps distilling it down to a few show-pieces and going flatter elsewhere might be better overall as well as being less labour-intensive :P. My first reaction and I think that of other guys earlier was that select simplification could read nicer, especially in the area above the eye-socket.    

There doesn't seem to be much in the background that really takes advantage of the isometric angles as per the foreground. It might help both with simplification and also consistency if some of the other temples and rock formations were seen to exaggerate this alignment/aspect.

I didn't mean sow doubt as to perspective; you're pretty invested now and it does look good already.


355
Pixel Art Feature Chest / Re: plain dark tiles
« on: January 25, 2012, 10:26:30 pm »
Hey, I didn't mean to prod you into replying ;D I think the quite high visibility Turrican tiles work primarily because the backgrounds are so sparse; flat colours mostly. If those priorities were reversed, ie, the background was fully rendered I'd expect the tiles to be much simpler.

The reason Stoven's forest mockup may appeal more to you could be because it's basically a rim-lit cross-section as oppose to a diminishing gradient of rendered tiles.

356
Pixel Art Feature Chest / Re: Isle of the Dead WIP
« on: January 25, 2012, 07:02:42 pm »
Improvements a gogo ;D them some sexy temples, much better rocks and the reinstatement of the palette brings the whole thing alive. Minor niggle; I preferred the mirror-like still water.

To clarify what I meant about the perspective; I'm advocating having the isometric projection of the island resemble the skull and not so much the island itself. I think this would be more effective in terms of the duality of the image and also the symbolism; it's not a skull-shaped island but the viewer is interpreting it as such.

I am suggesting a (small) loss of readability with your current approach. You mentioned earlier you didn't want it to be 'obvious iso', I guess a lot of people will just see a distorted skull. Removing detail from the equation by squinting, or looking at it from a distance as you might well do on a shirt, is it as skull-like as it could be?

Edit- Actually that sounds a bit strong. I'm just trying to explain what I meant and offer an alternative vision, not dictate that one way is objectively 'better' ;)   

357
Pixel Art Feature Chest / Re: plain dark tiles
« on: January 24, 2012, 06:10:47 pm »
A bit late, (I thought PB might have more to add) but thanks Mathias ;D I've noticed you champion the cause before and previous commentators had it absolutely right but it's such an important/prevalent issue in pixel/game art that I thought it needed diagramming.

358
Pixel Art Feature Chest / Re: Isle of the Dead WIP
« on: January 24, 2012, 05:37:06 pm »
I see what you mean now about the map vs projection but I'd reckon the idea will be lost on the great majority of viewers and I think the image of the skull only becoming apparent from the one viewpoint, Holbein style, might be more effective.

Regarding trees etc. sorry, I must have skimmed a bit; the first image is well catered for in this regard ;D. Other stuff; to my mind the choice of more rounded rock formations is puzzling considering the pronounced planar qualities of the source image.

You seem already to have incorporated more of that rock-cut temple idea, sounds great to me :D

359
Pixel Art Feature Chest / Re: Isle of the Dead WIP
« on: January 23, 2012, 08:30:01 pm »
I think this is a nice idea, the harbour & boat are great but so far they're the only part of the island that sustains interest and is convincing; the rest seems a bit vague and half-hearted.

I scribbled out some ideas for simplification here, please excuse the messy edit; the canvas is huge :D I tried to incorporate a more cranium-like dome of previous commentator's recommendation and added some much needed additional trees as well as generally attempted to enhance the resemblance to a skull in profile.  

Things to note; the colours probably weren't a good idea; a bit of idle whimsy on my part. The main focal point is now the dome of the head and perhaps you want to keep it on the harbour. I would personally go 'to town' on a nice made-made structure (maybe a ghost town, burial ground or similar) on the top of the hill. You could also really take advantage of more opportunities to demonstrate overlapping areas of foreground to better sell a sense of depth.



Edit - Better suggestions & compliments

360
Pixel Art Feature Chest / Re: Project Entropy
« on: January 22, 2012, 11:41:29 pm »
Yeah, I love the highly detailed stuff and I meant it might be effective to script more of the glitchy effects on top of sound pixel technique ;D

My examples are all by hand, so to speak after having a look at some actual glitches. It's pretty simple stuff that you could easily do manually if you had to (basically just dicking about with the rectangular selection tool) but scripting them should be relatively simple to do and have the advantage of that de facto randomisation and malleability as I was talking about (maybe a real programmer could chime in here :P).

Edit - Ah, that was a bit blasé sorry, blame the hour :-[ I get what you mean now with the potential of the glitch to blur the lines from collision masks; that would definitely take some tinkering to get right. Glad my example was helpful, here's what I did -

  • Gave bestial heads full compliment of range, shortened ram's face & positioned snake's head at more of an angle, could have done this with the former also
  • Layered offset is just shifting sections an arbitrary amount in either direction; for tile scrambling I put up a 8x8 grid and Control-C/V'd that sucker. For the palette swap I copied the whole image, stuck it onto a separate layer underneath and selectively deleted the original.

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