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Messages - Hyrule_SwordsMan
Pages: [1] 2 3 ... 11

1
Pixel Art / Re: Pixel metal
« on: January 08, 2012, 06:21:48 pm »
hey there, very nice icons :)
i think your black outline is not helping a lot. i recommend you, taking it out, unless you are following a style or something, or if you relly want to keep it.
About the ring's bright, take a look at this pic:

Look at the constrast between the shadows and the lights. Notice how suddenly from a bright gray, you go to a darker one, and then suddely again, you have the white spark. In the back of the ring, you have also the darkest gray that keeps making contrast with the rest of the values.
The thing is, if you want to make something look bright, you have to play with the sudden contrasts between lights and shadows. Take a look at a fork, a bowl or some metal thing around you right now. Look at the brights. You will see how it may gradually come from darker grey to lighter gray, and then suddenly the white spark appears.
Hope you find it usefull

2
Pixel Art / Re: [WIP] Crystals and undead geologists! (EGA mockups)
« on: July 18, 2010, 06:12:04 pm »
I haven't done any big pixel pieces in quite a while, so I decided to finish this before getting back to the mockups. It still needs the title text, but I thought I'd post the scene itself first. What do you think?


Helmet light ref
Skull ref


you know what would look great?
conserving the 8x8 4 colors pallet limitation. Something like this:

3
Pixel Art / Re: [wip] a few characters
« on: July 18, 2010, 05:52:25 pm »
I like it. I would try to work a bit mole's right hand's perspective and what about the guy with a mohawk? are his pink and blue bullets so important? maybe a little less saturation would do it
chee
rs

4
Pixel Art / Re: [Wip]Fixin?
« on: July 18, 2010, 05:44:12 pm »
Hey there, good job for a begginer, btw :] although
I don't think those black outlines really help you. The lack of contrast in those pieces makes the objects flat. Some AA could help you, specially when u use defined lines, like in the first stage's rock path.
Keep it going

5
Pixel Art Feature Chest / Re: Making a game :o [ Project Deadbird]
« on: July 08, 2010, 03:01:17 pm »
What St0ven says is true, Ryumaru. Have in mind that if you are using such a cool and full of details HUD, the rest of the windows should have at least the same ammount of details, or more; so the player won't focus all his attention on something that is really secondary.
Maybe you should try something more modest.

hey man if youre making games i think its not really so much important to get caught up in the end product look/feel right away. usually youll go through several iterations to get many aspects of your game looking the way you want it (or the way your boss wants it). if the HUD is giving you some trouble, use a simple, sensible layout at first, being minimalistic, and then move on to the rest of your game. things like HUD design may very well be influenced by the progression of your game's content, so sometimes its best not to commit to these things too soon. Spend that time on content content content! :)





6
Pixel Art Feature Chest / Re: Making a game :o [ Project Deadbird]
« on: July 08, 2010, 02:59:10 pm »
Great art, I think you have talent and I like what you do.

About the HUD, I would deff add some contrast in those blue and red bars. Maybe using both black and white, or some hue variation instead would get a nice result. I think the same goes for the rest of the HUD. The "dark purple" part is too boring. Don't forget that color is as much important as shape. Maybe you have a really interesting shape, but  not more than 6 colors in a huge surface. I recommend you adding some details on some other colors, conserving the saturation so it doesn't pop out very much.

(oh, now you're gonna animate that avatar huh? hehe har)

I was waiting for this one to reactivate.


This project seems more like just an art project than an actual game dev project. It'll take months of development to bring this game about. And look at how little time you have. Not to be a doomsayer, but how far have you ever gotten into creating a fully-featured game like this?

With all the final art being produced there needs to already be a thoroughly planned out design doc in existence, yet last I remembered some of the game's fundamentals were still up in the air, nowhere near ready for being recorded in the DD. Others here have much more valid experience with game dev, commercial even (just see their lamentations in the Off-Topic thread right now to identify a few). Maybe they can advise.



Your latest stuff. I agreem the HUD is big, I was surprised.

I assume it spans the width of your targeted resolution, which would be 320px X 240px. How is it going to work? What happens when the game world is overlapped by the protrusions on top of the HUD? When art crosses over into game art there's a painful need for functionality above all else, and right now it looks like a form-over-function situation goin' on here.
What does need to pop out and doesn't, are the weapons icons. Agreed, I like their pallets, so maybe you shouldn't edit them, maybe what you have to do is pushing a bit down the strength of the rest of the hud. When I see your HUD I first see the red bar, then the arm of the guy, then the rest of the purple hud and just after everything i can barely see the weapons. I think that should work differently, you may work a bit more on that. Should the guy in the middle have that much protagonism on your HUD?
Well, let's see some improvements :]

cheers and good luck from Argentina




Top left of HUD, is that a closed eye waiting to open? Perhaps a toggle switch for some type of game mode, like invincibility for the player?

7
Pixel Art / Re: I'm looking for some critque. Pwease?
« on: January 16, 2010, 11:35:12 pm »
you should revise the depht of the colors, maybe stronger shadows, and more defined.
There are some double pixeled lines on the outline..
I would revise his eyes and nose
also add some shadows on his neck

cheers :)

8
Pixel Art / Re: WIP house
« on: September 23, 2008, 05:48:47 pm »
where does the light source come from?
one side's of the house's brick tells me the light source is placed in a different place than the other side of the house is telling me it is.

you should remove the outlines-

and i didnt know glass was light blue lol. it should be reflecting some trees and whatnot, and if it comes to reflect the sky, it should show a less saturated color ;]

u have lots of work to do on this piece


9
Pixel Art / Re: [WIP] 9/21 Adventure RPG sprites
« on: September 21, 2008, 08:10:48 pm »
wood guy and his super wip portrait
its damn hard making the texture of the leaf :/



UPDATE 8/27

its another version of a Link

10
Pixel Art / Re: My first isometric
« on: September 21, 2008, 01:09:19 am »
its really hard to work with shadows.
it looks like the source of light is really near the floor, like a sun set or w/e
there are some stuff that doesnt have shadows for example the pcs over the tables, the table aside the blue trash can.
if u pay attention the locker's shadow (the ones looking at the camera) over itself is one sort of grey. okay, now the lockers facing the other direction should have that same color for the "default" tone, because they are already on shadows... im not really sure if i make myslef clear.
I dont thing that the light coming from the windows is the same size as the windows, nor have they shadows.


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