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Messages - Vine
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1
Pixel Art / Re: [C+C/WIP] Need advice for a platformer character
« on: April 20, 2016, 11:19:17 pm »
here's a quick edit to try and remedy her stance a bit, i also tried fixing up her proportions so it reads more like a lady silhouette by trimming the broad shoulders and making her a bit taller

also its subtle but i put 1px of heels on her to give her flat footing, it helps "stabilize" the pose imo



edit; if your intention is to have the sprite match a square hitbox, you may be better off going in a more cartoony route so it fits a little better. here's a sprite i made some time ago that is super round but it sorta works just due to the cartoony nature of the art style;


IIRC Spelunky followed a similar approach

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Pixel Art / Just looking for some general advice
« on: April 20, 2016, 10:11:58 pm »
Lately I've been goofing around with dawnbringer's 32c palette for the hell of it;


aaand I've ended up with a few tilesets and mockups I suppose. Something just feels off about the artwork though, like there could be readability issues or something. Any ideas? I'm finding it especially difficult to put some of the weirder colors to use as well. I dunno, I'd just like some advice in general about all this :)

I think the 'game' would be rendered at 2x native resolution, so click each image once for a more accurate representation of them in-game

Mock scene 1;


Some basic tilesets before I throw in variation and ramps (hoping for critique first I suppose);

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Pixel Art / Re: Gameboy dungeon tileset
« on: September 06, 2012, 09:59:43 pm »


An update!
Decided to get rid of parallel walls, they looked kind of gross anyway.
If I decide I want them again I'll definitely downsize them 75%~ for ceiling room, it looks nice.

Followed Pype's advice of the slanted walls, and tried to add some shadows just to see how it'd turn out.
Something still feels strange, however.

Thanks for the feedback so far, I really appreciate it :>
Anything else I could do..?

4
Pixel Art / Gameboy dungeon tileset
« on: September 06, 2012, 04:27:44 am »



Been working on a tileset for a generic dungeon, and ended up with this.
I can't shake the feeling that something feels "off" about it, but I can't really figure out what it is..
Aside from that, could anyone offer some critique on this set? :>

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Pixel Art / 2in1
« on: January 24, 2012, 02:02:45 am »
1. It's tiny and probably doesn't look like much, but it's outside my comfort zone so C&C would be neato.


2. Is there a way to set transparency in GraphicsGale with a hotkey?
I want to set my pencil alpha to 25%, 50% and 100% with a keypress instead of actually messing with the slider.

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Pixel Art / Re: Hex nut
« on: January 21, 2012, 08:17:14 pm »
Even if you got precise and wrote code that drew the lines for you and mathmatically handled the angles it still wouldn't end up with shapes that reflect the object you're trying to portray.
It's funny you say that because I actually began thinking about the angles and whatnot, but at this resolution nothing good will come of it.
EDIT: Just now saw your updated post, I though of rotating the nut similar to how yours is positioned, perhaps I'll give that an attempt real quick:

Why didn't I just do that earlier, so much easier and looks better too ;p
Thanks a ton!

I haven't attempted this, but the way I would do it would be to use actual rotation to figure out how it should look in each frame. Choose how many frames you want, and therefore the increment of rotation.
Why a hex but? Try something else.
I did this and re-drew over the rotated sprite to make it mostly match the theme I had in mind, however it simply doesn't turn out as I hoped.
I suppose I don't necessarily need a hex nut, the main character is a robot though so it seemed fitting. I would like something relatively round in shape though, even a star could work.

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Pixel Art / Re: Hex nut
« on: January 21, 2012, 07:33:54 pm »
Can you not go bigger? I'm afraid your chosen is simply too small to convey the needed detail that they have 6 sides and are rotating.
I'm stuck at 16x16 or smaller.
Tried a few more times and it's looking like you're pretty much right.
Perhaps I'll use something else altogether since this is proving way too difficult.

Most recent attempt (and admittedly awful):


2 Frame test (somehow looks better then anything else thus far IMO):

8
Pixel Art / Re: GB-style, 2-color tiny pixels
« on: January 21, 2012, 05:38:56 pm »
The one thing I can bring myself to complain about is the tree trunk.
It feels as if it has a 2px thick outline as opposed to shading, which tends to draw the eye toward it when everything else on-screen has a 1px outline.
The detail in the leaves seems a tad bit off as well, though I admittedly can't pinpoint what's so jarring about it.

9
Pixel Art / Hex nut
« on: January 21, 2012, 05:33:30 pm »
Alright, I don't know why but I'm having a ton of trouble animating a pixelized hex nut.

This is what I'm trying to draw, however I can't manage to get the shape to look right from the side without using what ends up being too much anti-aliasing for the project I'm working on.
Is there a trick to drawing this sort of thing or is this about the best outcome I'm going to get?



The reason I'm worried about this is that it's going to be seen a LOT.

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Pixel Art / Re: GB-style, 2-color tiny pixels
« on: January 21, 2012, 04:52:48 pm »
If you're aiming for GB mockup I'd say use all the shades available to you.
If you're intentionally using 2 shades, I'd say it actually looks pretty good.

If I remember correctly, Game Boy supported 4 colors.
3 shades and transparency.

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