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Messages - RichJ
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Pixel Art / Re: Quazatron remake pixel art, looking for critique
« on: November 28, 2017, 03:02:27 pm »
Thanks for the links, some good inspiration there ;)

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Pixel Art / Re: Quazatron remake pixel art, looking for critique
« on: November 27, 2017, 08:51:29 pm »
Thanks for the feedback. Tiles casting shadows is on the todo list, I take your point about how the dark side of the tiles suggests they should be there. The soft shadow under the robot is a bit of a cheat thing to actually get shadows to work and change shape as the robot moves up & down slopes, and across different height tiles. Might have to rethink that :)

I see what you mean about the triangle things on the bottom, they're a bit too bright on the lighter side.

The grey shades are nice, in fact the whole palette is, and yes grey is overused. I'll get more colour in to each level as the game progresses and more tiles are drawn. I feel these bright palettes work better when more colour is splashed about, it really brings to the graphics to life, even though such liberal use of bright colours puts me well outside my comfort zone.

Overall I do want to end up with an industrial feel, I wonder if the palette will allow for that?

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Pixel Art / Quazatron remake pixel art, looking for critique
« on: November 27, 2017, 08:49:40 am »
Hi, I've started working on a remake of the old Speccy game Quazatron. I don't have an artist to help out so I've taken the plunge myself. This is my first attempt at pixel art with a limited palette. I didn't create the palette myself, it was a sample found elsewhere on this forum. The starry background isn't mine, it's a placeholder, and the robots are old rasterized vectors that will eventually be replaced. So I'm looking for general feedback on the tiled background. Does the palette work for the style of graphics? Are the highlights and shadows ok? Thanks ;)


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