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Messages - Lackey
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1
Pixel Art / Re: tutorial sprites
« on: July 07, 2012, 04:25:10 pm »
Somehow I missed your reply. Doing the iso style tiles makes sense. As you say, it breaks up the all the 90 degree angles too.

2
General Discussion / Re: Casual Pixel Art Encounters
« on: July 02, 2012, 01:28:12 pm »


first: sketch, second: attempt at value, third: colours

I've been feeling pretty stumped lately. There's something stopping me from developing this further. I wonder if it's a problem with my process? Maybe if I had more confidence in the initial sketch?

The problem in general with a semi-painterly approach is the lack of certainty. I end up always doing thing wrongs and then fixing them in each step, hoping that it comes together in the end. I'd rather proceed with more confidence through each step!

My thoughts on this are a bit scattered, don't mind me.

3
Pixel Art / Re: tutorial sprites
« on: July 01, 2012, 03:24:35 pm »
I'd like to see your thoughts on how you'd make a tile set consistent with the correct axonometric perspective. You run into problems if you're using 32x32 pixel tiles and you want to have a ground made of square bricks or something, do you just avoid that kind of situation?



Edit: you can get some pretty good square shapes if you use 2x1 tile constructions and don't mind a pixel gap or so every tile.

4
Pixel Art / Re: [WIP] Robot Janitor Game!
« on: June 25, 2012, 12:23:43 am »
suggestion: maybe go a bit more Flashback on the backgrounds?


5
Pixel Art / Re: [WIP] Dino Defrost
« on: June 23, 2012, 05:03:03 am »
A few thoughts:

  • I like your rocks and how you put so much detail into the tiles, but you've been doing this style of stone for a while and to me it looks less like natural stone and more like granola. Like a bunch of rocky bits stuck together with something. This might be personal preference since we expect some abstraction with tiles anyway
  • That said, the glacier floor looks a lot like stone! Like cobbles, actually.
  • Maybe diagonal lines for the icy shine?
  • The sprite really fills his square but there's not very much liveliness in his motion. I think if you ditched the outline (it's probably unnecessary since you know he'll always be on backgrounds of a certain brightness) you'd gain some pixels to move him around  more and to fit in some more detail.
  • I don't know, even though everything is outlined I don't think it improves the readability of the sprite anyway.
  • Consider adding a secondary colour (like a differently coloured underbelly or something) to make the character a little more interesting and a little more readable.

Super quick take on the dino sprite:

Maybe it will give you some ideas. The contrast is probably eye-breaking because I was dealing with bright glare off my laptop screen when I drew this. The main thing I was trying to show was the dinosaur actually having a different posture for the sliding animation, I think it would add a lot.

6
Pixel Art / Re: [WIP] Robot Janitor Game!
« on: June 23, 2012, 04:53:13 am »
That TV robot monster looks awesome and from the mock-up I already want to try playing this. The screen flipping out when he attacks looks great.

The antagonist's hip wobble seems a bit crazy relative to the amount of motion in his legs, though.

7
Job offers / Re: [PAID] Sprite Sheets for iPad RPG
« on: April 15, 2012, 05:01:55 pm »
Hello!

I'm glad you've come here to offer payment for some fine pixel art, but I think you may be offering too little for a professional artist.

However 80x80 px is large, and you're looking to emulate a style of art that is very polished and professional. At the rate you are offering, of MAXIMUM $90 for 44 frames, you're giving someone $2 a frame. If an artist wants to work for minimum wage, which is about $10/hr where I live, they would be spending no more than 12 minutes per frame. That's certainly possible, but I think a self-respecting artist might expect at least $15 to $20 an hour, so you might have to reign in your expectations about quality a bit there!

Regards.

8
Pixel Art / Re: WIP tileset (needs tons of c&c!)
« on: April 10, 2012, 04:51:16 pm »
I would suggest you sketch the whole tile set first, or a scene, rather than working on individual tiles like this. You'll never make a 'best dirt', 'best grass' etc. You have to look at these things as parts of an overall whole. I wouldn't even worry about making them tile well, at least, not right away. Do the cliffs on four sides, all the transition tiles, etc, as roughly as you can and then work towards cleaning them up and making them look good once you can see where you need to focus your energy.

9
Archived Activities / Re: Secret Santa 2011
« on: December 24, 2011, 04:44:24 pm »
Indigo
This is a fantastic gift, thanks! I love it. I learned something from the more subtle approach you took to the fur/feather texture.

10
Archived Activities / Re: Secret Santa 2011 - Signup Thread
« on: November 11, 2011, 08:45:26 pm »
I haven't done this in years, but I'd really like to try again, so I'm in.

If you want to know my tastes you could check out some stuff on my pixel joint gallery or my blog.

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