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Messages - eishiya
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1211
Pixel Art / Re: Mockup screenshot.. Not sure where to begin
« on: April 26, 2016, 05:17:26 pm »
You're probably overthinking it! 1~3-point perspective is pretty easy, especially when it comes to organic forms like dunes. It's when you're dealing with blocky objects and many vanishing points per object that it can get complicated, but even then, you can usually eyeball things if you've got an eye for scale, which you can develop simply by being observant.

1212
Pixel Art / Re: A Miner with a Pet
« on: April 26, 2016, 01:53:43 pm »
The gradient under the grass makes it look like it's a separate, solid thing from the ground that's floating in front of it, rather than something growing on the ground.

The trees also don't appear to be rooted in the ground. If they're meant to be in the background, with a hill hiding their bottoms, I think the colours on them should be changed to push them back into the background.

1213
Pixel Art / Re: Drawing a planet
« on: April 26, 2016, 02:35:40 am »
Higher contrast looks nice!

Yeah, biomes rather than features is a good way to think about it. You don't necessarily need a huge palette, though. For Earth you could easily get away with a couple of greens for different woodlands, and a few warm browns for sandy and rocky deserts and steppes, and a couple of cool browns for snowy mountainous areas. True-colour space photos (e.g. Earth as seen from the ISS) are really your best bet to see what you need! Water can generally be quite a solid dark blue (the shallow parts that would be a light blue tend to be small enough to be invisible at this scale), though eventually you'll probably want sunglint and/or an atmosphere, which will require some lighter blues.

1214
Pixel Art / Re: Green Nina Girl (struggling with legs)[C+C]
« on: April 25, 2016, 11:35:06 pm »
Be careful with the proportions. Your new sketch has legs and arms of different lengths xP

You can edit your first post to add [CLOSED] or [SOLVED] to the thread topic, if you want. However, I recommend keeping it open and posting your progress :D

1215
Pixel Art / Re: Drawing a planet
« on: April 25, 2016, 09:04:52 pm »
If you're going to have terrain detail at all, you should think about the atmosphere first. No atmosphere is transparent. Earth's atmosphere is thin and transparent enough that you can see terrain through it, but a lot of detail is lost, and there are clouds to complicate matters. On Venus, it's always cloudy and though there is a rocky surface, you can't see it from space.

The atmosphere will reduce the amount of detail you can see to the major, large features. Deserts, wooded areas, snowy areas, etc will all show up, mostly melding softly into each other, even though in reality the transitions are closer to being stippled, the alternations don't show up at that scale. Dithering is appropriate to use since it's also basically stippling that looks like a smooth transition. Vertical features are usually too small relative to the size of the planet to be visible, so it's all about large-scale horizontal features. Even Mars's Valles Marineris has very little discernible depth when seen from space.

Think about the scale. How big does a feature have to be to be 1px wide? You drew beaches on some of the shores, but if that's an earth-line planet, then that means 1px of beach is over 100miles wide!

By the way, your game looks very dark. I have to squint to make out the details. Even the lander is hard to make out. Space, because there's no atmosphere getting in the way, can actually be quite bright, especially near planets that are close enough to stars to have what looks like liquid water.

1216
Pixel Art / Re: Molten Foundry tileset
« on: April 25, 2016, 01:57:00 pm »
The "lava" being transparent makes it look like boiling tea rather than lava - it looks almost like you should be able to swim in it for a little while before it kills you, rather than the insta-death that it probably is.
Molten rock and molten metal are opaque. Plus, they're that colour because they're glowing, so even if they were translucent, the glow would still make them effectively opaque because it would drown out anything darker that's seen through them.


Edit: This it off-topic, but I love the crane as a level design element, since it gives the player both a quick pathway that requires control finesse, and a slower way that doesn't.

1217
Pixel Art / Re: Green Nina Girl (struggling with legs)[C+C]
« on: April 25, 2016, 12:04:49 am »
Proportions are something best worked out before you get to pixel-level detail. Sketch or block in the body parts without worrying about making nice, smooth shapes or details like clothing, then add details and clean up afterwards. If you aren't sure what the proportions should be, there are plenty of proportion charts out there.

You dove into details too early, before taking the time to work out her proportions and pose. Also, if the 128x128 size is your working size and not a crop: I highly recommend working on a larger canvas than you need, so you don't find yourself squishing things in. It's easier to crop later than try to fight off the subconscious urge to distort things to fit.

Here are a couple of possibilities, one more realistic, one with anime/supermodel legs:

Like Hagane wrote, I made the crotch-heel distance equal to the head-heel distance. On a realistic person, the "crotch" position is higher, the anime legs have the "crotch" as being at the bottom, where the crotch ends. Note that it's the crotch-heel distance, meaning the distance to the heel of the foot, not of the whole leg. A character wearing high heels will have legs that look longer because of the way the foot is positioned. That's why the guidelines in my sketches don't reach the "floor".

The character's head is rather large, so the longer legs will probably feel more proportionate. The shorter legs would look better on a character with a more realistically-sized head.

Also notice how rough I made the sketch. This is because the goal is to just work out the proportions.

1218
Pixel Art / Re: drawing with a cigarette
« on: March 17, 2016, 06:16:56 pm »
If the cover is meant to be obviously pixel art, you might want to go for a smaller resolution. At this large size, it's likely to just come off as a very pixelated image "for no apparent reason", rather than intentional pixel art. Doing it smaller would also get rid of your issue with the large dark areas.

1219
General Discussion / Re: Official Pixelation Skin!
« on: March 15, 2016, 04:17:57 pm »
Could tooltips (title attributes) be added to the various icons, like "Popular Thread", "New post", etc? No set of icons can be self-explanatory to everyone, and on the web we have the luxury of tooltips to remedy that problem.

1220
General Discussion / Re: Official Pixelation Skin!
« on: March 06, 2016, 10:20:44 pm »
Is Bruce going to be a permanent part of the logo? I assumed it was a joke referring to the older logos and would get removed after a while, but I'd like to know for certain. Jump scares/sudden unexpected movement make my adrenal gland go nuts, and he's given me a couple of scares already. I don't expect the logo to get changed just because of me, of course! If there are no plans to make it a still image already, I can just block that specific image so it doesn't show up.

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