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Messages - candiru
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1
Pixel Art / Re: Help with tree
« on: September 11, 2007, 12:33:22 pm »
The tree is very good but the bottom is weird. Should be more like this I think:

And the tileset could use more saturated colors, like this:

The dirt pattern is too simple and repetitive. The grass can also use a pattern.

2
Pixel Art / Re: locust dump thread?
« on: August 13, 2007, 07:35:52 am »
Soldier dude is great..I like the first one better, has more contrast on the shirt. Could maybe use some more color and contrast, e.g.


Guy with sword is great. Self-portrait is creepy.

3
Pixel Art / Re: Greetings and firebat
« on: May 26, 2007, 11:43:21 am »
Your firebat is very good as first pieces go. I second cedo on the pose and palette issues. The reds are too saturated. It depends on the style, but usually lighter colors (highlights) look better with less saturation. I also think you should get rid of the black lines inside the piece. For example, look at the two pieces below, the top one has black lines like yours, the bottom one doesn't. Also notice how the second one is shaded according to the position of the lightsource.








4
Pixel Art / Re: TREEEE!!!! CC very much appreciated.
« on: May 20, 2007, 08:12:08 am »
Nice tree. The trunk is too dark overall, has too many colors and the shading is kind of random. The browns are weird, I think they're too reddish.

5
Pixel Art / Re: [WIP] First try on a 16x16 tileset, need some help
« on: May 19, 2007, 07:29:45 pm »
Yes, the background could be darker and less contrasting to make the sprite stand out. Also I like how they used hue variation in the old games, for example making the bricks blue or some such thing. Like in what Schu posted, you can see the bottom brick floor has different tint from the background. Add torchlight spots and you can have nice varied pallette. It's a good start, post if you update it.

6
Pixel Art / Re: Penguin Quest
« on: May 18, 2007, 11:45:30 am »
I like the big sword, but the in-game sword doesn't look good. It looks like scissors, maybe it has too much detail.
The penguin's pose is unbalanced - he's leaning forward too much, and too much of his foot is showing for a sideways perspective. Here's a quick edit to show you what I mean:

The penguin could also use more light/dark contrast.

A good size for the sprite would be smaller, 16x32 or 32x32 or 32x48, the bigger you make it the more detail you need to add.

7
Pixel Art / Re: Gamesprites and background need improvement
« on: May 16, 2007, 03:25:21 pm »
Nice game. Is there a goal, except to stay alive? For the ships to look older, maybe changing the palette will help. This one has softer highlights, less contrast..


8
Pixel Art / Re: Sauna WIP
« on: May 11, 2007, 08:58:23 am »
It's looking very nice so far. I think the problem with all the browns is that you emphasized the color of the material too much while neglecting the lighting. This can be a really great scene if you get the lighting right. For example, look at the fourth reference photo, where the light source has a dramatic effect on the scene. With two light sources with different color lights it will be a bitch to pull it off well, and may not look all that good.
If I were you, I'd get rid of the window and keep the stove, which looks really nice in the second picture. Maybe draw a second door on the left side of the stove to light the benches. Be sure to take the slits in the door into account when shading, and darken the parts of the room away from the stove. It will be a lot of work, since you will not be able to use shortcuts (every board and bench will be different due to their unique position in relation to the light source).

The rug looks like it's top down perspective, maybe it should be more like this:


9
Pixel Art / Re: Dragon Slayer CC/suggestions :)
« on: May 10, 2007, 11:31:09 pm »
It's really nice. I think you can tweak the lighting, the dragon is too bright and could use more contrast. Is this taking place in a cave? It seem kind of dark, and the fire should have a more dramatic effect on the surroundings. It could be very effective if you make the flame the major light source. The flame could use some darker, redder areas,  and some smoke too.

10
Pixel Art / Re: My first ever animation
« on: May 10, 2007, 10:38:21 pm »
I didn't read the whole thread, but I think you should look at Gil's edits(the first one is hilarious btw) and correct the things that are out of whack in your animation - i.e., the legs don't bend at the knees, the arms don't bend enough in the elbows and don't move in a big enough arc...

Try to imagine how a human walking would look from that perspective - maybe look out the window at someone on the street.

When animating, keep in mind how the motion will be perceived as the frames change. The most important frames are the ones that stay visible longer - in a walk animation, these are the frames where the legs move the slowest, i.e. when a new step begins/ends and legs are wide apart.  The least important frames are the ones where legs move fastest - i.e., when one leg moves ahead of the other and they are close together. Of the three frames in your animation, two are important ones, and one (that gil mentioned) is not important and is actually hurting the animation. If you wanna add more frames (which you should for a sprite that large, I think) choose important ones. This will help you I think:

http://www.idleworm.com/how/anm/02w/walk1.shtml

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