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Messages - FoxhoundOH
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Pixel Art / Re: [WIP] [C+C] Tile set mock-up
« on: September 26, 2015, 03:32:45 pm »
By more dynamic colors I was referring to colors that would help set a dark, gloomy mood. In this instance they would be something other than brown for the ground. I'n a low light situation such as this the colors of objects would not be the same as they are in full sunlight. I would suggest using purples and/or blues to give the scene a cooled, dark feeling. This can be contrasted by areas of strong light where the ground does appear to be brown; and would make for a nice effect.

Adding the slopes and backround is a major improvement to the scene, much more aesthetically pleasing!

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Pixel Art / Re: [C+C] Kakyoin
« on: September 25, 2015, 12:17:18 am »
The problem I see is the color count opposed to the general lack of contrast in the image. 26 colors for a sprite this size feels like way too much. I would recommend knocking it down to about 8 colors to force yourself to think about each part of the sprite.

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Pixel Art / Re: [WIP] [C+C] Tile set mock-up
« on: September 24, 2015, 07:08:01 pm »
The first and most glaring issue is that there is so much black in the scene that it looks very stale; there are actually very few games with solid black backgrounds. (A few RPGs come to mind, Final fantasy was always a big offender.) A lot of people do this because subconsciously we know that light isn't penetrating the ground so it's dark down there. Instead I would approach a sidescrolling scene as a sort of cutaway view, in that regard we can see what's in the ground even if our characters cannot.

I've never been a fan of the generated shadow approach in pixel games; it feels entirely out of place even in the best of implementation. The image will become much more appealing once color has been injected into the scene. I've included a sort of mockup as an example. Though it completely lacks detail it should provide a sort of guideline for what a cutaway scene would be like and an example of more dynamic colors than the ones being used currently.

Lastly, this is a very large screen to be packing detail into. Repetitive patterns and empty space will be much more noticeable at the current resolution.


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Pixel Art / Re: [C+C] Album Cover
« on: September 24, 2015, 06:15:24 pm »
There seem to be a lot of very similar colors making up several elements; including background and the campfire. I understand that this is for AA purposes but since there are so many similar colors one could be substituted for another, freeing up space for a few different colors. If color count isn't a concern then disregard that. The moon appears to lack its shine; it looks well lit but does not seem to be reflecting any of that light back toward the viewer nor does it appear to be the light source for the tops of the trees. The people in the scene seem a bit too similar to the ground; unless they are wearing brown clothing of some type you might want to think about adjusting those colors a bit.

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Challenges & Activities / Re: The Daily Sketch
« on: September 17, 2015, 02:50:00 am »


A design that's been bouncing around for a couple months. I intend for this character to become the protagonist of an action game.

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Pixel Art / Re: [C&C] First Female Character
« on: September 17, 2015, 02:38:07 am »
I decided to take a stab at what I believe is the appropriate path to take with this particular sprite. As you can see from the attachment; I have changed the sprite drastically for two reasons:

The first is the silhouette, as Cyangmou pointed out it is very indistinct. This has caused some confusion in the perspective of the character; so I chose to force it into a more forward facing perspective.

The second has to do with simplification; though the sprite is fairly large it is packed with unnecessary colors. The contrast is particularly muddled in her clothing which makes any details difficult to read. I've taken the character back down to 4 colors to hopefully assist with the contrast of the varying parts of the sprite. By fine tuning basic contrast I find it easier to make a sprite readable without having to deal with Hues at the same time.


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