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Messages - Johasu
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1
Portfolios / Re: Pixel Artist and Animator [Open]
« on: March 25, 2020, 05:08:05 pm »
Updated with some brand new goodies.
Twin Breaker available now on PS4 and PS Vita

2
Artist and Animator
I have a wide range of experience working on a lot of different styles, perspectives, and approaches with pixel art.
Very interested in the project.
Just wrapped up working on a scifi project that's going to hit steam and consoles early 2020 and I'm looking for something new to work on.

portfolio:
https://pixelation.org/index.php?topic=23653.0

PM or reply here or...  Other Contact info:
skype: johasu232
deviantart: http://johasu.deviantart.com/
discord: Johasu#6831
twitter: @Johasu232
email: johasu3335333@gmail.com




3
Archived Activities / Re: Secret Santa 2017
« on: December 25, 2017, 01:56:13 pm »

Sweet Christmas
Thanks API-Beast, very cool.
Digging that pink mohawk.

Merry Christmas everyone and thanks to Crow for being awesome and putting in all this time for us.

4
Pixel Art / Re: Please Help! critique needed
« on: November 15, 2017, 04:51:47 pm »
I think your biggest problem with your approach is that you aren't at all designing a hill, but more of a mound or dome on the ground.
In both cases you have created a rather rapid upward projection bringing the soil level up but leaving it as only a small area of raised land that then recedes back to base level.

The real problem with this is that there is already a best case solution for what you are doing.  And that is to revert to the tried and true message of a jutting raise in elevation that is a cliff or firm land mass.

True hills or gradually raising elevations are much more difficult to speak directly. The simple truth is you should probably use a set of tiles for an elevation area and avoid making very small hills that raise quickly and then stop.  Show the climb or descent over an area rather than trying to pinpoint it.
I can think of very few cases of this being done on a top down perspective.  However I can think of simple small version that you could extrapolate into a much larger version and then use some clever tricks to help people get the message.

In Secret of Evermore there were these little sand dune swirls that give you a good solid idea of raised land.  The highlight on one side.  The shadow on the other.  If you look closely you even get an implication of how it would look on the front/back (north south) angles.
http://vignette2.wikia.nocookie.net/secretofevermore/images/0/0e/Desert_of_Doom.png/revision/latest?cb=20160116031819
Beyond this look at any ramps or walkways (not stairs) in top down games that take a player up to a new level that is surrounded by cliffs.  Plenty of examples of that.  You would of course need to figure out a way to round it and corner it off so that it read well and you wouldn't need a cliff edge to separate areas of greater elevation.

Perhaps go with a more subtle approach like this.  Spread it out over an area to give a gradual sense of climbing.  Use some other message signals to the player such as a slowed walking speed, or a unique animation for labored movement as they climb up.
Likewise accelerate movement going down perhaps.

Other methods are to not show the elevation at all until you have reached a new area with cliffs or walls separating lower areas that show the player that they have climbed as they moved along.  But again this is for a gradual raising land level, not a quick rapid rise like you have been creating.

5
Pixel Art / Re: [CC] I'd like to improve this flowerpot
« on: November 15, 2017, 04:29:54 pm »
It looks ok to me. I think in a stylized approach with a lot of other elements that use the same general methods there isn't any major flaw or design issue.  If you are going for something more natural feeling that reads better...

You could push your contrasts to help the red tones separate themselves.  Your darkest colors are up front and your back row is using mostly highlight colors.  This feels a little off depending on what you were going for with lighting and the actual bloom design.  It seems as though the inside of the bloom is orange/yellow while the outside edges and undersides of the petals are pink/red.
Unless all those flowers in the back are pointed at a diagonal angle towards the viewer it feels like a little too much orange and yellow up there.

Your original version kept the individual flowers more separated and allowed them to stand apart and represent what they were.
The newer version presses them together like they are competing for space.  Even the most dense flowering plants rarely flower this compressed together in one mass atop a plant.  They tend to have a lot more height variations , diverse angling, and with greenery between them. 

Most plants are capable of self-pollinating and they keep their blooms more spread out and angled away from one another to avoid that in nature.

6
Archived Activities / Re: Secret Santa 2017 Sign-Up
« on: November 15, 2017, 01:56:15 pm »
In!

Likes:
Dinosaurs, Insects, Aliens, and Robots
An alien dinosaur insect robot?
Westerns
Cavemen
Scifi/Fantasy Mashups
Campy over the top tropes.

Dislikes:
Modern Portrayals of Santa Claus and elves.
Happy Band-aid Endings that fix everything.
Seriously though, if you make it for me I will like it.   :y:

Have fun, no pressure.  Just have fun.


7
Pixel Art / Re: Hospital Stretcher Critique?
« on: October 13, 2017, 02:56:10 am »
I'm not a fan of the random dark pixels you have scattered across padding.  I take it you were trying to show wrinkles on a sheet, but the contrast is so high and the lines are so scattered and without the feeling of intentional placement that they feel like dirt or something spotty on the cloth rather than the form you were going for.

The bottom legs bother me a bit as well.  You've doubled up the black line on the legs which stands out in a really strong way contrasted with the rest of the sprite.  The diagonal bars are already thicker than the bars above, causing those lower portions to feel quite thicker than the top half.

8
Pixel Art / Re: [Beginner] Uh, I don't know really...
« on: October 13, 2017, 02:50:29 am »
As many of us discover when we first jump in and try to learn, pixel art uses the same core principles as any other illustration form.
If your understanding of art is weak and undeveloped you will struggle against the sheer mass of what you do not yet understand in order to reach for a better creative capability.

With that said, you should begin by dropping the elements of your composition all the way back to the core element.
The sprite itself is the primary object and should be your first priority.  No point working on a scene until you have improved there first.

A drawing or picture will always appear flat (because it is) unless you learn to trick the eye of a viewer into seeing more there than is present.  You do this by using perspective, shading, and highlights to create the appearance of 3D space within the image.

First start with the sprite and find a spot (a lot of people choose a top corner) as your light source.  Then try to apply some shadows in the recesses and form away from the light.  Put highlights on the surfaces facing the light.  That should give you the beginning steps.

9

Pulled the skull downward and spread the contrast a bit.
Hollowed out the skull eyes and nasal aperture to allow them to appear more like holes.
Popped that yellow on the eyes and beak.

10
That's a good change.
I'm going to darken the eye sockets as well.

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