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Messages - Unnamed1334
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1
Pixel Art / Re: 3/4 perspective wall tile troubles
« on: July 26, 2017, 09:46:22 pm »
First, I think you are missing some possible tiles. Here are all the tiles I could come up with. I think this covers every possibility.


As for a better way to get all of the tiles, I found a way to get them all from 5 source tiles.
These are the tiles that are needed.


This works by dividing every tile into 4 sub tiles. These can be recombined into all of the other tiles that you need.
For example, a turn that connects top and left uses the bottom left of the first tile, top left of the second, bottom right of the third, and top right of the fourth.


I threw together a quick example. The middle row is trying to blend with wall tiles.

I did have to make a few changes to the example image due to the floor being transparent. The easiest workaround I found was to let the wall extend into the floor by half a tile.

You could either use the quarter tiles directly in the game or convert the tiles in to all possible full tiles. If you convert the tiles into full tiles you could then modify them individually. For example, dead ends could look very different from a corner.

2
Pixel Art / Re: [C+C]Platformer Main Character
« on: July 18, 2017, 08:50:17 pm »
To me, it looks like there is too many levels of shadows causing the details to be hard to pick out. I tried to take the shadows so I could examine the image better.



I noticed the back leg was strange looking and the foot was pointing backwards. The foot pointing backwards works for a standing pose but I think it might be weird when you have to shift the foot forward when shifting into a walking animation. I also make the leg a bit thicker and shifted it forward a bit to try and make it less bent.



From there, I added some shadows back in. I noticed that your version had a lot of 1 pixel shadows around the vest. To me, the shadows made it look like the vest was floating around the person instead of being worn. You could definitely use more shadows then what I used. Just make sure the character is still readable.


3
Pixel Art / Re: 2x2 Tile/Block World
« on: May 21, 2016, 10:16:06 am »
A 2x2 style can be done but color become very important especially if you aren't going to make a huge amount of variations in the tiles.


I started by just seeing how the image looked when converted into black and white. If these colors are too close together, the image can be hard to read.


I notice the colors were close together so I tried spreading the colors out. I also moved some of the blocks around to stick to the 2x2 grid. I also added a small amount of blue to the rock to stop it from just being on the gray scale. Finally I tried to tone down the amount of saturation on most of the colors.


The result when converted into black and white. I think this might be a bit more readable.

4
Pixel Art / Re: a piece a need a bit of help with
« on: February 27, 2016, 01:30:28 am »
I made a quick edit on the frames with the missing tree to try to make it look more like a hologram.


I tried removing every other row and stretching the lines remaining.

You could try to do something similar to the leaves as well. It also might help to have branches inside the tree that could be seen between the leaves or when the leaves disappear.

5
Pixel Art / Re: [C+C] Character for a Platformer
« on: February 26, 2016, 03:09:52 am »
I made a few edits to the character. I added a black outline because it was easier for me, but you might want to consider removing it.

 

I like the edit. I still don't think I can use a directional shadow but your edit did give me some ideas.





The line were there mostly to help me figure out what I needed to draw for a cliff. I have updated the cliff a bit.


6
Pixel Art / Re: help lol? mugen sprite sheet
« on: February 15, 2016, 01:16:00 pm »
The image has a lot of high brightness colors and not a lot of contrast. Both of these together make the sprite hard to read. You might want to improve the image before trying to animate everything.

Here are some things you could do to try to improve the image:
First you might want to have on a more neutral background. Colors tend to influence the colors around them so working on a bright green background can make the colors of the sprite look off.
Second you might want to add more contrast so you can tell the colors apart. Make a backup of the image and try picking color that are significantly darker. If you don't like how it turned out, you can always load the backup and try again.

Some things you can try to check your color choices:
Reset the zoom to 100% and see if the image is readable.
Check how the image looks good in grey scale.



After you do this, you might want to clean the image up a bit. It looks like you have some stray pixels on the legs and other places.


I just edited the colors to try to improve them. This might give you an idea of colors you can try.


7
Pixel Art / Re: [C+C] Character for a Platformer
« on: February 15, 2016, 02:01:31 am »
I made a little edit (not happy with the clothes but I spent way too much time on it haha :D), not sure if this helps.

The edit looks cool. I like the texture you gave the hair.
I tried to improve the texture on the hair using your edit as a reference.


I not sure directional shadows would work in this game. The shadows would look fine when you are outside but stop lining up with the light sources when you go indoors.


Its hard to tell what exactly this scene is about.
Perhaps if u explain what we're looking at here we can help make it look better.
For example:
Is that a crystal at the top or some water?
What is the ground supposed to be made of?
What are those 2 big grey lines on the right?
Is that some natural rock formation in the background?

The idea behind the scene was the player standing on one rock bridge looking further into a canyon with several floating islands and a bridge in the background. With a setup like this:


The two lines to the right were meant to be the cliff meeting up with the rock formation the player was on but it didn't turn out very well and didn't make a lot of sense.

I tried reworking some of the image but I don't know a very good way to give detail to the rocks at a distance.


8
Also, any ideas on making the shield block look more like blocking, other than adding frames for actually taking a hit with the shield?

I made some edits to the final blocking pose to try to give you some ideas about what you could edit:


What I edited was:
1) Using the new sword. I think the position looks more combat ready.
2) Moving the head down 1 pixel to  try to give a stronger idea of hiding behind the shield.
3) Moved the front foot back by 1 pixel. It looked weird to me for the character to be blocking and sticking her foot out so far.
4) Moved the eyes to the right to try to make it look more like the character is focusing on the thing that is being blocked.
5) Added 2 pixels to the back foot to try to to give a stronger foot position.

Most of these changes were to try to rotate the character towards the incoming attack and away from the player so that could be something to change.

9
Pixel Art / Re: [C+C] Character for a Platformer
« on: February 13, 2016, 01:14:27 am »
Thanks,

I edited the character to try to make the back part a darker shade. If there is a better way to add shadows to a platformer character could you point me towards a reference or tutorial?



I also edited the background to remove the dithering and make the far away part darker. Does this make look any better?





10
Pixel Art / [C+C] Character for a Platformer
« on: February 11, 2016, 02:13:47 am »
I was hoping to get some critique on this character for a 2d platformer.


I also made an idle animation.



Here is the character in a mock up background.

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