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21
Pixel Art / Re: Tilting Space Ship
« on: February 26, 2016, 01:59:22 am »
Where on the image is the part you are talking about?

Edit:

Are you talking about that bright circle, the hole with a bright light in it?  In that case, I see what you mean, it is kind of oddly stationary and hard to tell that it is a hole.  I am not sure how to indicate this.

22
Pixel Art / Re: Tilting Space Ship
« on: February 26, 2016, 01:38:55 am »
The nose is just a placeholder, I haven't thought of how it should look yet. The tail end is supposed to look like six flaps in a circle.  Here I tried to darken the grooves between the flaps. Is it more readable now?


23
Pixel Art / Re: A tree
« on: February 26, 2016, 12:43:43 am »
It looks like the pixels aren't the same size on the tree trunk, too.  It doesn't look the same in the animated trees as on the still image.  Are you sure it's upscaled by an integer (e.g. 2x, 3x)?  Are you applying the deforming animation before or after the upscale?  I'd probably want to apply it to the 1x image before the upscale to avoid multiple resolutions or uneven pixel sizes.

24
Pixel Art / Tilting Space Ship
« on: February 26, 2016, 12:36:28 am »
By tilting, I don't mean jousting, I'll save that idea for another day; and by space ship, I mean more of a space plane.  I can't imagine how six stubby wings would be of any help in space or atmosphere, but I thought they looked cool.



I'd like critique on the animation, please. The nose of the plane is a red silhouette because I haven't thought of a good nose yet. The palette is DB32.

25
Pixel Art / Re: A door
« on: February 26, 2016, 12:14:20 am »
Thanks Jad!  Seefour, Here's what you seem to have after removing the filters and scaling:



This is what we would like to see, but if you ever do need to upscale pixel art, make sure that the new size is a multiple (e.g., 2x, 3x) of the original size. Your image seemed to be scaled from 66x66 to 100x100 (1.52x), which created unevenly distorted pixels, and there were some even smaller 1x pixels created by the filters you used after upscaling.  I suggest working at 1x only, otherwise you stray into strange territory.

As Decroded said, most of this image is rectangles.  I think you've mastered the skill of drawing rectangular borders and it's time to move on!  I wonder if you are doing what I did when I began drawing: instead of trying to draw what I was imagining or wishing I could draw, I only drew geometric stuff because I was comfortable with it, and I was quickly frustrated when I tried to draw a person or a tree or a dragon and it looked nothing like what I wanted it to look like.  Unfortunately this only caused me to become good at geometric stuff that I didn't really want to draw!

I like Jad's question: "What is your idea with this piece?".  I'd like to also ask: What do you want to do with pixel art?

26
General Discussion / Re: Official Pixelation Skin!
« on: February 22, 2016, 04:38:20 pm »
Looking Good!  I remember you had a theme similar to this one before, was that a prototype?
(I know you are messing around with that font, but right now it seems
really big. Images also seem to be broken, although you probably know this!
Edit: Never mind, this was caused by accidentally viewing the site with GNU IceCat browser.)

27
Pixel Art / Re: [C+C] Simple Character Walking Animation
« on: February 02, 2016, 03:57:52 am »
You forgot the arms!

28
Pixel Art / Re: Knight run
« on: February 02, 2016, 02:59:13 am »
I don't see why anyone would want to pixel on a treadmill.  I always like to pixel on firm ground; this is much easier.  I only use the treadmill after I've finished pixeling.

29
Pixel Art / Re: Red Dragoon Riding Hood [C&C]
« on: February 02, 2016, 02:28:08 am »
I like the new, less-saturated ground color much more; it makes the characters more noticeable, and red riding hood looks redder.

Would you like a criticism barrage?
The ground color is so similar to the purple mid-tone of the monster that I can barely see the difference between them, but it is being used as a highlight color on the monster at the same time as it outlines edges of the monster.  This

Here I edited the highlights to be purple, and outlined the remaining edges:


A couple of the blue trees are in front of, and overlapping brown trees.  This make blue trees appear actually blue rather than just paler from distance.  Maybe this is what you intend?  If not, it would make more sense if the trees progressed to blue as they progress back and away from the warm light.
:wah:

30
Pixel Art / Re: Knight run
« on: January 31, 2016, 09:08:18 pm »
Here they are moving horizontally:
Plume bobbing with helmet (4-frame):

Plume bobbing in the wind (8-frame):


The plume bobbing with the helmet makes more sense to my eyes, but the way the tail of the plume follows through looks kind of stiff like a tongue.  I made an edit trying to make the tail look like it was being pulled along the line traced by the front of the plume, without gravity affecting it much:


You could add some side-to-side action for an 8-frame loop:


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