Pixelation
Critique => Pixel Art => Topic started by: AlienQuark on November 16, 2007, 07:31:28 am
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Been working on a new project idea of mine. This one seems to be (a little) more manageable than the previous one I posted. I'm not quitting on the other one. This is just a project I've started to try and build up a repertoire in the indie scene to get more support for my other project.
Anyways, I digress.
(http://img.photobucket.com/albums/v320/AlienQuark/doppelgangerwork-1.png)
This has since been edited and improved a bit, but Photobucket is down, and I therefore can't prove it.
(http://www.iamnotoriginal.com/images/delete/doppelgangertiles.gif)
I've got some pretty keen ideas, trying to focus more on gameplay this time so that I actually have a programming goal in mind. But I am far too tired and have been staring at this screen for far too long. So that's all I'm gonna say. Crit it up. I'll explain more if people have questions and when I get some sleep.
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It looks pretty good but the roof and the ground have a pretty extreme angle. I would've made the roof not as far extended back as you have it, to make it look like it is on a differenet angle.
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I love everything about these except for a few details:
the lines on the ground cobbles are too strong imo, and jagged. they actually flatten (to the picture plane, not the ground plain) and make your piece busy your piece instead of adding any positive texture or plane definition.
shadow of the gable's apex is silly, you billy.
lamps (as im sure you know) need assistance too.
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I love everything about these except for a few details:
the lines on the ground cobbles are too strong imo, and jagged. they actually flatten (to the picture plane, not the ground plain) and make your piece busy your piece instead of adding any positive texture or plane definition.
shadow of the gable's apex is silly, you billy.
lamps (as im sure you know) need assistance too.
yeah, i need to figure out how to make those ground tiles work....
As in a arbitrarily shaded that spot that shouldn't be shaded? silly me indeed
How can I help the lamps? I know they're lacking, but I'm not fully sure how to fix that. Any suggestions?
Also:
(http://img.photobucket.com/albums/v320/AlienQuark/scottdown.gif)
(http://img.photobucket.com/albums/v320/AlienQuark/scottleft.gif)
(http://img.photobucket.com/albums/v320/AlienQuark/scottup.gif)
(http://img.photobucket.com/albums/v320/AlienQuark/scottright.gif)
(http://img.photobucket.com/albums/v320/AlienQuark/scottbat.gif)
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Hum... I guess the lamps are currently flat, as if they were aligned to the "camera" plane, instead of to the world Z axis.
Another thing: the character portrait, for some bizarre reason, feels like a woman in a bearded disguise.
Let me try to elaborate the "why"s as what I've just said is hardly constructive.
Hum... there seems to be thick eyelashes around his eyes. :-* Maybe the eyebrows are too thin and apart from each other, as if he waxed part of it off (sorry, can't remember how this procedure is called). The nose bridge has almost no shading, suggesting it's a child or woman nose.
I just love the creature ("another world"!!!!) and how the fighting interface (will it be turn based?) is starting to take shape.
Nice job, as always!
-Stefano
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(http://xs221.xs.to/xs221/07466/Mheh.gif)
maybe?
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Adarias, I took into account your advice and edit, and I think I've improved the tile accordingly. I personally feel it looks a lot better now that way.
(http://img.photobucket.com/albums/v320/AlienQuark/doppelganger2.png)
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The lampposts need to be a bit more in perspective and not totally black i would say.
Round the bottom _ a bit off. and the other horizontals accordingly.