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Messages - Senevri
Pages: 1 [2]

11
Pixel Art / Re: Monkey samurai
« on: November 17, 2010, 04:09:00 pm »
I'm liking the head :) Also the lines in body.
Two things, don't make the chest cave in just before the arm (I'd say needs about 2 more pixels there), and make sure you're balanced regarding the center line - I think you need to move your legs a couple of pixels forward, now it sort of looks like it's toppling over.

12
Pixel Art / Re: Monkey samurai
« on: November 17, 2010, 03:43:36 pm »
Well, I'm an amateur myself, but...
I count six colors there, one of which is so close to the lightest red that it's indistinguishable. You can do something about that?

What's your color target, anyway? I don't usually care, so I end up with something like 15-16 colors - three to four shades per color, or so.
The pose isn't very good, what were you going for? In general, I'd maybe go for a more arced, 'ape' back, and such...


Something like this? The hand still looks odd, though.

13
Pixel Art / Re: First large sprite!
« on: November 17, 2010, 10:39:38 am »
I disagreed, so...


However! both this and the original have the "problem" that there's visible foreshortening going on, which is in fact, dependent on the distance between the viewer and the target, so....

14
Pixel Art / Re: Spore Creature
« on: November 15, 2010, 10:14:39 am »
Well, it clearly doesn't co-operate with the tileset very well at this point, as you have a bit of an angle to the view, while the tileset seems to be strictly a side view.
Also, the greens and reds seriously pop out in comparison to the more subdued hues of the rest of the palette, so tone those down.  I also read t he gray color (esp. on top of those tiles) as stone, which may not be what you intended.

15
Pixel Art / Re: Plataformer Mockup ( wip)
« on: November 14, 2010, 11:07:14 am »
It'll also do bilinear filtering, which is annoying, regarding per-pixel accuracy. I wonder if there's a way to turn that off?
Kren, I'm not fond of the primary colors palette, I'd go for a bit more subdued hues, personally. Also, I think you could use a colored outline at least in some areas.

16
Pixel Art / Re: First Post/Introduction/Sprite animation
« on: November 14, 2010, 11:05:57 am »
Thanks for the criticism. I agree, colors need work - it's partially an issue from having initially worked at true color, I think.
Agreed, white background is problematic.

The head lines with shoulder line, which is a very common defensive posture, but it does seem a bit extreme, likely due to the way lower body is angled.

I'll take a look at the chest region, The character is supposed to be curvy, but not over-the-top.
I'll rework her once I get the time.

*edit*
Thought this was cute:

17
Pixel Art / Re: First Post/Introduction/Sprite animation
« on: November 11, 2010, 01:21:47 am »
stuffs, slightly tweaked...

Not even nearly as good as chesu's tweaks (check the comments in the blog post).  There's still a big black mess in the center, and the her-left arm isn't very clearly separated from the rest of the mass.

Also, a little warrior I drew for testing some javascript game / anim code.


Any comments?

18
First of all, I really like the 3px wide human :)

I think... I'd make the carapace pop a little more, and maybe tweak the tentacles lying against ground a bit - they start out thick, but narrow quickly into these limp, weak-looking ropes. Maybe up the contrast in the palette a bit more - make the darker shades a bit more blue, but that depends on the rest of the artwork.

19
Pixel Art / First Post/Introduction/Sprite animation
« on: November 08, 2010, 07:50:23 pm »
Hi.

I very rarely do any pixel stuff, but I do get the urge occasionally, esp. seeing as how I cut my teeth on computer graphics with Deluxe Paint sometime last millennium.

*sigh* If I only knew then what I know now.

Regardless, I thought I'd introduce myself. I'm currently intrigued by sprite animation, so I thought I'd ask for any tips, specifically in the side scrolling / platformer sense.
Like so many, I do have the odd plan for a game or ten, and some of them would use pixel graphics.

Oh, I usually scale up smaller stuff for better readability, but I guess that's a bit inconvenient... Regardless, you should be able to scale it back down without difficulty, as it's a straight per-pixel conversion.

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