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Messages - rocifier
Pages: 1 ... 15 16 [17]

161
Pixel Art / Re: [WIP]Platformer character
« on: March 14, 2016, 09:13:51 pm »
Hey, I think you are trying to do a lot at once here. What is the purpose of the animation?

I suggest maybe refining the character, and adding animation later for specific purposes, eg. idle, shooting magic, walking.

Maybe try analysing an existing style you like, you will discover how to improve certain aspects of the art.

162
Pixel Art / Re: Crow Enemy Walking
« on: March 14, 2016, 09:07:25 pm »
This is creepy as !@#$. Love it. But the balance isn't right... with a head that large he would just topple forward. I actually like the slow animation style though and parallel lines, it's different.

163
Pixel Art / Re: New here! Some grass!
« on: March 14, 2016, 10:21:28 am »
I actually like the first two more. The second two are a bit noisy, and remind me of static on a CRT monitor.

164
Pixel Art / Re: Platform game tiles
« on: March 14, 2016, 08:36:17 am »
Hi PixelNick I really want to follow your project. I saw you were advertising for an artist as well, have you found one? The main problem you are having in all versions is good separation between foreground and background. On a game style like this it's critical to get right. Just my 2 cents. EDIT: here is a super quick photoshop tweak to show an example of what I mean (the latest one was too difficult to isolate):




Because the new one is so different, here is a quick way to check your separation. Hue will help slightly but the most important way is with value. To check that convert the scene to greyscale:



Notice how the different layers contain large amounts of the same value. This is confusing and makes the eye really work at what it is seeing. You want people to relax and enjoy the game, knowing where they can jump to safety without having to "find" the land. The foreground, mid, and background should be receding fairly dramatically in lightness overall.

165
Pixel Art / Re: New in pixel art/Night sky test
« on: March 14, 2016, 08:25:14 am »
Hey, agree with reducing the banding. Try adjusting your pallet, adding a few more shades, or better - dithering. Also, the moon is your focal point, it shouldn't be cut off by the edges of the frame. Bring it in full view (corner is fine). Another thing, zooming on on your moon, there are a lot of unnecessary colors and shades there. You should pixel it from scratch instead of converting a full-color painting of a moon.

166
Pixel Art / Sci-fi RPG
« on: March 14, 2016, 08:16:45 am »
Hi, I am daydreaming of building a sci-fi RPG where you start in a 1940s mental asylum and must escape. Everyone thinks you're going insane, but you are convinced you're fine. You have a chrono disorder which means you travel randomly into the future (pre-programmed moments in the game). There is a romance involved. You discover more and more evidence to the contrary and finally realise maybe you are insane after you discover that you killed your own lover... a kind of Dr Jekyll, Mr Hyde crossed with Memento and The Time Traveller's Wife in an adventure game. I'll keep things posted here as they progress.

This is my first idea for the ward, totally need C & C as I come from a more coding background traditionally. Pixels are transparent behind the headboard bars so the player can be seen walking behind them.

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