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Messages - tcaud
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1
Pixel Art / Re: First Sprite
« on: November 18, 2013, 05:56:50 pm »
Get the proportions right and start over. You're packing in way too much detail into an image that size. The breasts look deformed and the hands look clubbed, and it looks like there is a splinter sticking out of her lower leg. The jaw also hangs over the breasts.

But I'll tell you right now... your problem is the lips. Let them go or make the sprite bigger. Also raise the hips.

2
tcaud, stop posting stuff that does not actually help the discussion. Don't even reply to this. Thanks.

theHeretic: It would be helpful if you posted your actual progress. That would give us an idea of where you are atm and give specific crits according to that knowledge. Post some images of yours in here and I'll move the thread to Pixel Art.

This place needs a new mod. ptoing is I think the main thing holding back its growth. He's just a resident asshole who doesn't do art for a living and yet lectures other people on how to do art. He resists all criticism. I'm actually a psychology major with a specialty in organizational psychology. According to my research, programmer types may develop expertise in the visual arts, but are fundamentally argumentative and, in extreme cases, are obsessed with status and power (it's a carryover from the teamwork, and the fundamental belief that everything and everyone is a program/can be programmed).

theHeretic: the info you're looking for is on PixelJoint. Don't be discouraged by a person who promotes frustration in others for fun. If you don't have good coordination, you won't be able to draw well (it's the same for me), but don't let that discourage you from zooming in your computer screen and plotting pixels with your mouse. :P

3
:n:

There are patterns, yes. In order to understand what they mean and how they are structured, so that you can apply them sensibly, you have to grasp drawing -- the 'planes' and 'value' aspects of it, at a minimum.

Well I grasp them and I don't use any of your technique.

4
Pixel Art / Re: NES Restrictions: Survival Mockup
« on: November 17, 2013, 07:46:37 pm »
Ten sprites per scanline, plus the issue that moving the sprite eats cycles in a chip that runs at 800khz. But yeah you can't hardly expect to get more than a few hundred sales from an NES game produced today.

5
Don't bother drawing. Look for shapes and patterns. It's mostly an issue of lighting and shading.

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Pixel Art / Re: NES Restrictions: Survival Mockup
« on: November 17, 2013, 02:04:13 pm »
NES restrictions can be summed up thus: 3 color sprites, 4 if you made use of the entire square, 6 colors if you are willing to settle for having either only two sprites onscreen or loads of flicker + major slowdown. Most people don't like NES graphics and only dealt with them because they were the best available at the time. The story is different for Genesis and SNES, so maybe you should consider those restrictions instead. The Master System is also much more capable.

And no, no one prefers that you make a game with NES restrictions. I'm glad the FF7 demake is over and I frankly hope it's the last NES demake we ever see.

And that goes for the GBC, as well.

7
from VGMuseum:



So based on these, I think the technique is a rough, deep outline, often with sharp antialiasing around the edges.

8
Look at some old game title screens. There were a number of them that did it very well, particularly on the NES and Amiga.

9
General Discussion / Re: Pixel Art Night Class?
« on: November 14, 2013, 08:17:17 pm »
You'll only get gamers, just so you know. But pixel art takes so long I'm not sure how effective it will be. Pixel art is something you'd collab on over IRC IMO. Also consider that there are very few pixel artists, and they are scattered literally all over the globe. People are so lazy... and they will only do pixel art for the purpose of making a game, even if they never get around to making it. I've got lots of pixel art I've never put into a game... just no motivation to.

10
Pixel Art / Re: NES Restrictions: Survival Mockup
« on: November 13, 2013, 12:47:42 pm »
Are you making an NES game?

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