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Messages - YellowLime
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71
Pixel Art / Re: Pokémon Professor Sprite
« on: August 24, 2014, 09:15:46 pm »
The original Pokémon games did have dithering on the trainer sprites...

I like the new lab coat buttons, they read like differently sized rectangles before.

The new pants are pretty messy! You should have shade from the coat, and remove the nonsense ones :ouch:

I also like the new hair, but it doesn't look very good with all the defined hairlines (a bit too much detail)
You should go middle ground on that, I think :P

72
I feel like people don't think they have worthwhile or statistically meaningful answers to your question, and so refrained from posting. :-X

It really depends on the skill of the artist, as well as the style of the piece (there are simpler and more elaborate styles) and the familiarity of the artist with the visual elements s/he has to realize (for example, you might have trouble when drawing a vehicle or complex machine, if only because you aren't used to the shapes and 'language' of those objects).

So, you should just try for yourself! Time yourself while doing different sizes and representing entities common to what you want to produce (work in art for games, or draw characters/portraits for people, etc.) :y:

73
Challenges & Activities / Re: The Daily Sketch
« on: August 14, 2014, 11:20:29 am »
Cyangmou: Nice traditional study sketches all around, all the way back to when you started posting them here earlier this year :y:
They inspired me into getting a bit into drawing traditionally from reference as well. There's a special charm to it :)
Maybe I'll post some of it here, even though it's spread out throughout the last few months.

Ellian: Cool pixel fanart of one of the more experimentally successful games of the series (which I got back then, as a kid, only because it was on a golden cartridge :lol:)
I enjoy how you emulate the heavy shading used in the official art for the game. ;D
Did the Poe Collector also make an appearance in Majora's? In any case, I wanted to point out that the highlight makes it look like an Olimar nose, instead of... whatever it was supposed to be (neck stump?).

74
Pixel Art / Re: [WIP] Tennis player -> Rafa+Roger
« on: August 14, 2014, 10:57:23 am »
I feel that the skin is too dark and the two shades are too similar to be distinguishable.
How can you say that without him telling us which of the two he's supposed to be? ::)

Three quick tips :):

The left leg is too similar in size (and shade) to the right one for it to give perspective of a running motion.
The head is too big in relation to the rest of the body (a problem, this being a realistic portrait).
The arms are kind of small, and the left one (artist's perspective) is smaller than the right one even thought the right one is supposed to be farther away).

75
Pixel Art / Re: Need some help (platform game)
« on: August 14, 2014, 10:49:55 am »
What are the cross-tiles supposed to be? :-\

The player character has a nice 'personality' to it, but I would fatten up his legs so that any walking or jumping animations would be noticeable (also so that he doesn't look like a double-amputee pirate :P).

The collar opening should be facing to the right, to make it read more like he is facing towards the right.
Right now, for some reason, it's facing slightly to the opposite side, giving the appearance of him turning his head to face something to the side.

Where to go from here? Maybe have some background tile(s). If the platforms are going to be dark, the rule of thumb is to make the background lighter, for them to contrast with each other and make the layout much more clearer than otherwise. :y:

76
Pixel Art / Re: Horror Poster
« on: August 14, 2014, 10:35:55 am »
You should look for reference pictures on the type of old-school ship you're making.

The wall underneath the 'windows'/portholes is too heavily shaded.
You should take into account the source of lighting (the Moon)- its direction and intensity- to have the piece be more atmospheric.
For example, the chimneys are not taking that into account :blind:

The clouds also look as if not belonging in the scene; they look as if part of a collage. You should also shade them in acknowledgement of the Moon's lightning (clouds closer to the Moon should be clearer, and those farther away would be darker) ;)

77
Pixel Art / Re: [WIP][C+C] Apple II Low Resolution-Style RPG Experiments
« on: August 14, 2014, 10:05:20 am »
I liked the shaded version more, but I think it'd be better without the highlights.

If I were you, I'd create simple-shaded (normal and shade) versions of the sprites and try to work out 'functional dyads' (to use your terms) for each color that will be used in the variations.
If I couldn't find any convincing ones to use as recolors, then I would go flat, which will be easier since it would just be refilling the shaded parts with the basic color.

But I think the highlights (and triads) are too much to work with in such a limited palette, when considering recolors ;)

78
General Discussion / Re: Visual Designs for Sidescroller Levels
« on: August 11, 2014, 08:59:51 am »
The question feels too vague still:
Do you mean inspiration for game-design set pieces? (new types of slope, platforms and props?)
Or just visual inspiration? (nice patterns and shapes and colors?)

I think that the physical locations/sets aren't the most important factor to take into account if one wants to make a beat-em-up stand out. No locations will save a beat-em-up starring your "Cody and Haggar fighting a gang to save the girl" from being generic.

If you really want it to stand out, I think a different setting (Victorian Era, Native America) or different story (bad guy defects, circus performers go on a rampage) is far more effective.

But even if you (and/or your partner) don't want to stray so far away from the classical formula, I think the personality and look of both the characters and the enemies has more weight in creating a more 'unique' game. (Also gameplay elements, but we're talking art here ;))

I guess I didn't answer your question, but since I saw you were so concerned about the game standing out, I wanted to share my opinion on the matter. :-X

79
Pixel Art Feature Chest / Re: How to make my house more interesting??
« on: August 11, 2014, 08:36:32 am »
Google Sketchup is good for visualizing 2d 'casting' of 3d shapes simply and fast, but I think you shouldn't use it for shading reference :blind:
I'm almost sure that it shades faces prioritizing the differentiation between them, and not necessarily a correct light source.
(and in any case, I believe the lighting isn't modifiable anyways (direction, strength, dissipation...) so even then it would only be useful for 'high noon'-type scenes.)

Your house is shaping up nicely. :)
The colors you use should depend on:
1. the atmosphere of the game (darker and less saturated = spookier)
2. the rest of the scene (a background element shouldn't stand out too much, with some exceptions)

I feel as if there should be a bit more roof in the left side of the house, if you know what I mean.
Right now, it looks somewhat unbalanced to the right, to me. :o

80
Pixel Art / Re: Pixel z1
« on: June 24, 2014, 12:58:49 pm »
n7r6, what's the point? ???

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