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Messages - BatElite
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1
Archived Activities / Re: Secret Santa 2017
« on: December 25, 2017, 10:38:58 pm »
Cheers for the gift, Lachrymose

-stuff-
BatElite! Thank’s so much for your gift fellow Touhou fan!
-other stuff-

To be honest I've seen little of Touhou and have not played any myself. :)

2
Archived Activities / Re: Secret Santa 2017 Sign-Up
« on: November 20, 2017, 10:48:19 pm »
From the depths of procrastination, I rise to enter once again, this time a tad less ambitious than last year hopefully.

I think this'll do. Pick and mix to you liking:

Likes:

-Bats
-Lamprey
-The Portugese man-of-war
-Anomalocaridids
-Spiders
-Insects
-Sea creatures in general
-Pretty much every single animal actually
-Happy and/or cute stuff
-Cold environments
-Aquatic environments
-Baroque
-Rococo
-Pipe organs
-Anthropomorphic anything
-Art Nouveau
-Needlessly overcomplicated mechanical things
-Floating islands
-Windmills
-Skeletons
-Nazca culture, pottery especially



Dislikes:

-Spiderwebs
-Brutalism
-Internet memes
-Plaid
-Pop culture references
-Not all that fond of the standard fantasy setting

3
If the question is still relevant, you could get a lot of leeway if you make the chainlink semi-transparent (the crossings slightly more opaque for example?). The diagonal fence could even have no completely transparent pixels that way.

I've not tested this myself though.

4
Devlogs & Projects / Re: momoo short game [WIP]
« on: June 18, 2017, 10:01:14 pm »
To be honest, I suspect there is little audience for this here if you were looking for one.


I don't have time or energy for any edits (at least right now), but here are some general things:

-I read the character's arms as its back at first, and then thought it had no arms. Might want to see what you can do about that, but I think it's partially to do with the hand overlapping the thigh so smoothly.

-If you're intending to have a resolution of 256x144 you're severely overestimating the amount of space you have in your mockups (which are at famicube resolution, so which are you using?):


-What restrictions do you have in general? is the square canvas meant for one room or multiple? What are the colour limits? Things like that.

-Beside the milk machine I think all the graphics could use some improvement. Most things aren't shaded, and a few designs don't make much sense (the treasure chest in an otherwise relatively modern building, the torches on shields(?), the various brick sizes for the blues wall).

-An Itch.io board thread is probably not the best place to store/post your source code, even if only because posts would get very long.

5
Pixel Art / Re: [WIP] Big cave
« on: June 18, 2017, 10:01:06 pm »


I think you're separating the cave into "layers" too much. My edit is just a quick attempt to mitigate some of that.

I think you should also try to give an idea as to what the brown bits are. They could be dirt or withering grass for all I know.

6
Pixel Art / Re: Sprite, Portrait and Stat Screen.
« on: June 18, 2017, 10:00:48 pm »
As far as NES restictions go, is the portrait face going to be drawn with aid of sprites? The dark orange certainly fits into a background palette but I don't see a way for the yellow and white to fit unless you'd use multiple similar palettes. That would, I think, be somewhat wasteful.



I think the dark blue can replace a lot of the black around the helmet (on my screen the smaller bits are obscured by the contrsat between the light blue and black). This is also the case for the overworld sprite, it is very difficult to read at 1x. I also think the asymmetrical helmet looks more like hair (possibly more of a case that many graphics use such a short-hand?).

7
Devlogs & Projects / Re: [C+C] Dwarven Fortress and Stuff
« on: April 23, 2017, 04:49:56 pm »
It looks more to scale, but the hair looks tethered to her leg now.

8
Pixel Art / Re: Jumping animation
« on: April 23, 2017, 01:16:23 pm »
Arms still short, and I'd add a bit of wobble to it for the falling-down to loop through for longer falls. Simulate wind resistance, that kinda thing!



Like so?

I've also made the tail a bit longer. Does the curl it makes look alright?

I did make the arms longer, but do mind that I try to bring the right arm into the front at an angle, so it looks short since there's no foreshortening.

EDIT:



I've started colouring and figured maybe any of you'd like to see. Adding the outlines I've changed the tail and back arm (and probably some other things). Some things still need to be fixed (front arm mostly)

The cyan leg is because the blue I used before is a colour of the character itself.

9
Pixel Art / Re: Jumping animation
« on: April 22, 2017, 08:35:05 pm »
Oh hey I looked at this thing again  ;D



Smoothed the head out a bit.
I think I'll start colouring this in next, unless anyone finds a thing.

10
Pixel Art / Re: [wip] samurai armour c+c
« on: April 22, 2017, 05:35:51 pm »


I think the new torso is a step back - it now looks like 2 forms on top of each other. The new skin looks nicer to me, but I think the hair looked better with the lighter purple.

Otherwise a few thing I changed (beside the torso):

-Lightened some outlines on the leg plates - I really like what you did with the shoulder armour.
-His left arm was suddenly lit from the other side compared to the rest
-I don't think you should do the light shading inside of the sword - it's rather cramped. The light outline I did is somewhat inconsistent with the rest of the sprite but I do think it looks better.

By the way I don't think you're using the darkest purple in the hair. Is that on purpose? I don't think you'd really need it anywhere.

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