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Messages - Fizz
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1
Pixel Art / Re: Non-pillowing Practice
« on: November 02, 2008, 09:46:16 pm »
The new one has TONS of it.  The problem lies in the way you layer many low-contrast shades over each other.  The shape of a shade should not run completely parallel to another one. Try making the alien with only 3 shades of green and 2 two of red, then I hope you'll see what I mean.

2
Pixel Art / Re: My sprites for my platform game
« on: September 28, 2008, 08:19:44 pm »
More colors can be used, but that doesn't make it necessary.  It really depends on the styles on the rest of the sprites and backgrounds you're going for.

3
Pixel Art / Re: Nes Mockup Grass Borders
« on: August 01, 2008, 10:25:35 pm »
I didn't find Verbit's midtone brown in the nes pallete, but maybe I need to check again.  The orange I have right now is the closest color to his.


Now with foliage.  The shadow effect will look better once I get the ground details in.


4
Pixel Art / Re: MASSIVE ALIEN PINCER INSECT BOSS [WIP]
« on: July 27, 2008, 02:00:32 am »
Lineart is not the way to go!  It's a lot better if you start by blotting out the basic shapes and values in grayscale or such especially for large pieces because from lineart things can become more unnatural and flat looking.

5
Pixel Art / Re: Nes Mockup Grass Borders
« on: July 26, 2008, 07:07:10 pm »


Did I copy too much?

6
Pixel Art / Re: Nes Mockup Grass Borders
« on: July 23, 2008, 05:18:48 pm »
Pixen has a way of messing palletes up.  :(

7
Pixel Art / Re: Nes Mockup Grass Borders
« on: July 23, 2008, 04:58:15 pm »


Then which of these six do you recommend I use?

8
Pixel Art / Re: Nes Mockup Grass Borders
« on: July 23, 2008, 04:47:43 pm »


Is the reduced dithering noticable?  Also, I tried to match vierbit's colors and added little grass blades to the bottom of the mountains.

9
Pixel Art / Re: Nes Mockup Grass Borders
« on: July 22, 2008, 12:22:07 am »
The tiling looks actually pretty solid.
Colors are a little to bright for my taste though.

better?

1 BG palette is 3 colors and a alpha/dropout.  You can have 4 of them, so that would be 16 colors.  But you can only use 1 palette per 8x8 block. (using the advanced chip? or it would be 16x16)
Only to clarify, the alpha color is the global BG color which is always the same through all palettes(background and tiles).
Also yeah 1 palette per 16x16 tile, excluding special chips.

I was going to make mountains brown, but then I would not know what to do about the color of the treetrunks. But the dark colors definitely help since they allow a wider value range.

10
Pixel Art / Re: Nes Mockup Grass Borders
« on: July 21, 2008, 04:10:16 am »
I am trying to emulate nes restrictions. You can find out all about them in the mockup frenzy #7 and here http://www.wayofthepixel.net/pixelation/index.php?topic=3675.0

1 BG palette is 3 colors and a alpha/dropout.  You can have 4 of them, so that would be 16 colors.  But you can only use 1 palette per 8x8 block. (using the advanced chip? or it would be 16x16)

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