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Messages - cels
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271
Pixel Art / Re: Skelly knight WIP
« on: March 27, 2014, 11:01:19 pm »
Looks great. Minor nitpick from me:

The mallet doesn't read like a weapon to me. The closest side of the cross has sloping surfaces, like a roof, yet the opposite side looks flat. This makes the cross looks more like a miniature house, with the closest side being the roof and the opposite side being the floor.  :)

272
Pixel Art Feature Chest / Re: Betrayer (sci fi portrait)
« on: March 26, 2014, 05:24:20 pm »
Thanks for the words of encouragement, tim (if that is your real name  :)) I guess I have somewhat unrealistic expectations sometimes.

Here's a slight update.


273
Pixel Art Feature Chest / Re: Betrayer (sci fi portrait)
« on: March 26, 2014, 12:27:40 pm »
Well, I feel dirty and cowardly, but I've gone and looked at more references to get a more realistic pose and perspective.

Since I didn't spend too much time on the previous versions, it seemed smarter to start from scratch instead of trying to fix something fundamentally flawed.

At some point, I just need to learn how to draw better, study anatomy and perspective properly and practice with paper and pencil, but... for now, I've taken the easy route and tried to imitate.



References here and here.

274
Pixel Art Feature Chest / Re: Betrayer (sci fi portrait)
« on: March 23, 2014, 09:52:05 am »
Uh oh, Manupix gave me the frowny face  :-[

Thanks for the feedback, guys! The background was something I rushed in the end and I think it really exaggerated all my problems, so I've removed it. I didn't really want to do some kind of crazy wide lens perspective, but I can see why the floor tiles gave that impression.

And while this is a "berserker" character, I'm actually going for more of a menacing, intimidating look, instead of a frenzied, energetic pose. Not so much evil super villain. Think more Luke Skywalker encountering Darth Vader in "Empire Strikes Back". Darth Vader isn't swinging his lightsaber like a madman, he's just standing there in the darkness, waiting. And then he flips out. So that's what I'm going for. Encountering Khârn the Betrayer in a dark hall.

Aside from the background I think the previous version had a problem with the legs and hips, perhaps.

Maybe this version is better?



Or did it make more sense to have the left leg forward, to balance the heavy chain axe? Fizzick, I don't know if the arms should be so much longer, because they're extending in opposite directions, not hanging right down. And if they were hanging right down, they shouldn't extend far past the crotch. Am I wrong?

275
Pixel Art / Re: [WIP] 16-color palette sprites and tiles
« on: March 22, 2014, 06:00:59 pm »
I'm getting a very feline vibe from the stills, but the animation looks very human to me. Have you considered a more feline walking animation? Like the hind legs of a cat, which barely lifts its feet above the ground, taking very long, smooth steps?

 I really like the sprites - every version of them - but the outdoor tiles don't do it for me. It's mostly the palette though, so it's easily fixed. The mud (?) with brown and grey/purple  is particularly disturbing. Maybe this is too generic and unoriginal, but I'd move closer to this, if you're just doing a plain grass and muddy outdoor scene.

EDIT: Sorry, didn't notice you were determined to use the same palette.



276
Pixel Art Feature Chest / GR#186 - Betrayer - Sprite Process
« on: March 22, 2014, 05:30:24 pm »
Current version:



Original post / earlier versions:

Hey guys,
I'd really appreciate some feedback on this WIP. Primarily in regards to perspective, proportions and anatomy / pose. It doesn't look quite right to me.



Reference (not for the pose, but for the character) here





















277
Pixel Art Feature Chest / Re: Running knightman
« on: March 21, 2014, 07:48:05 am »
I think your mistake in the latest version is extending his legs so much. It's like he's leaping forward 2 meters at a time, almost doing the splits with every step. PixelPiledriver's version looked more like a person running with heavy armour, as it had smaller steps and more vertical movement.

278
Pixel Art / Re: Young woman sprite
« on: March 17, 2014, 09:42:28 pm »
I agree with Imagician 100%. I was going to say the same stuff and make an edit when I had time, but he beat me to it.

Not every girl needs to look like Barbie, even at this size.

I also like the changes Imagician made to the head. But I agree that the legs are the weakest part of that edit. I also agree with Neirda that you may want to explore other ways of drawing the eyes.

I tried to make some changes to the legs here. I think the shoes had too much noise before, and they were too big for a normal woman. I also made the bottom of her knees brighter, which may seem dumb because you'd expect there to be shadow there, but it makes the broken line softer against the background, so the 90 degree angles at her knee don't seem so sharp.



279
Pixel Art / Re: [C+C] Puzzle platform game
« on: March 17, 2014, 01:26:25 pm »
Interesting idea for a game.

First off, I think it would be smarter for you to get some criticism on the sprite itself before worrying about animation. Otherwise, you're going to have to change all those animations later if you want to fix the issues people will point out in regards to the wizard sprite. I think there's a lot of potential for improvement.

As far as the walking cycle, my first advice is to just google walking cycle. Look for animation guides, it's all the same whether it's cartoons or pixel art. Look at tutorials on Youtube. Look for some tutorials on PixelJoint, perhaps. Right off the bat:
- The hood and robe are moving very rapidly and unnaturally, when they should be flowing slowly.
- His hips and upper body should be moving up and down as he walks. Walking is basically falling forward, then moving your foot forward to break the fall, lifting yourself upward and falling forward again for the next step.
- His hand is just moving up and down, when it should be swinging back and forth . Most people move their right arm forward when they move their left leg forward. As the hip turns when you walk, the shoulders turn in the opposite direction.

Long story short: Look at tutorials. All this stuff is explained in great detail elsewhere, no need to wait for someone on this forum to explain it all  ;D

280
Pixel Art / Re: Working on a sidescroller
« on: March 17, 2014, 12:55:43 pm »
- Please don't make us scroll past one million pixels of solid colour. Trim those images  ;)

- I don't think the trees benefit from dark outlines. You can use some toned down outlines. The main issue with the trees right now is that they look flat. The light direction, I guess, is just sunlight from above, so you won't have any light from the sides to show the cylindrical shapes. But if everything deep in the forest is darker, then the sides of the tree trunk should be darker, as they're further away. My only advice is to be consistent. If you only outline certain objects, certain trees, certain rocks, then those will stand out as significant to the player. If they're not supposed to be significant, then it will get confusing. (Not talking about very distant background objects, like mountains and clouds, of course)

- Maybe you could show the roots a bit better. If they're connected to the grassy surface, then you could put some grass between the roots, where there is more soil, so the grass looks more organic and not just like a flat carpet.

- It looks like we can see the forest floor in the background, but since this is a side perspective, that wouldn't happen unless there's a hill in the background. And if it is a hill, then I think the tree roots need to reflect that better, by extending further down vertically.

- It almost never looks good when you're mixing different pixel scales. This piece is no exception. Your pixels are 1x1, 2x2 and even 4x4 some places. Render everything with the same scale.

-  In order to make the objects in the foreground pop and stand out from the background, you need to rely on either high contrast (e.g. bright stuff against dark background, or dark stuff on bright), saturation levels (e.g. strong colours on a washed-out background) or contrasting complementary colours (e.g. everything in the background is different tones of green, while important objects in the foreground are different tones of red). I guess that's the rule of thumb you're asking for, unless I'm very much mistaken.

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