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Messages - Alp
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1
Pixel Art / Re: "Betelgeuse" TD shooter (NES restrictions)
« on: December 16, 2014, 01:54:42 am »
I had been meaning to critique this art for quite some time, you have some nice work!
Though, your tile optimization could use some work. I had some time, waiting for a commissioner to respond, so...

Assuming the use of meta-tiles (assigning four 8x8 tiles into a 16x16 unit), I have gone through your tiles, and crunched down the CHR bank as much as possible. There are a few questionable tiles (minimal pixel differences), but I elected to leaving them alone. Pruning them out would be the artists' choice when producing an actual NES game.



On the NES, you would now have room to fit your hud information.

2
Pixel Art / Re: [C+C]Some small sprites
« on: May 03, 2014, 08:11:06 am »
Ah, you've got the right idea, guy!

If it helps you, the cracked brick look, I went for with the wall edit was based off of the standard bricks from Zelda II. Those breakable ones. I just winged it from memory. Hmm... I should have done some indented bricks as well, now that I think about it. Oh well!
http://www.spriters-resource.com/nes/tloztheadventureoflink/sheet/41974/

If you're having trouble with bricks, you should take a look at how some 8-bit games do it.

@Johasu
It's all well and good, guy! You just need to keep in mind that somebody will ALWAYS find a new way to draw something. Artistic differences/style, and all. I've found 16x16 is a great starting point for beginners, too many starting artists go too big with their art.

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Pixel Art / Re: [C+C]Some small sprites
« on: May 02, 2014, 01:30:19 am »
Oh! Such a charming little sprite! :D

Am I the only one who looked at his sword-holding pose, and thought of the Maze of Galious?
...I was?! Um, okay... >.>

I have done a small edit to show you some ideas, take from it what you will.
I was going to re-do the wall tiles, but I forgot. Oh well. XD
Tossed in some tile ideas, and a slime, because I got carried away. Heh.



@Johasu
Lies and tomfoolery! If 16x16 was so limited, people wouldn't still be developing new ways to draw characters at that size!

4
A Colour Index Number, is the exact number out of 0-255, in your palette.
I think I may have been a little TOO specific, here! :lol:

To invert rocks inwards, what you want to do, is separate the rock using shadow, and apply somewhat heavier shading to the top of the rock, and have light to the bottom.

I have applied this, to your newest version on one of the rocks as an example. Try to ignore those smaller ones on the ground, I was just trying something out.


5
Pixel Art / Re: [WIP] Frogman Sprite
« on: March 01, 2014, 06:34:46 pm »
Isn't this an edit of the Frog from Guardian of Paradise, from Buster? Those eyes are unmistakable.
http://spritedatabase.net/files/pc/1656/Sprite/GOPNPC.png

6
Well that works! Also, good job on improving the colour range.

Though on close inspection, you appear to have rings of banding in the shadows (Colour index 10 appears to be the culprit.), making things look a bit pillow-y. So you may want to break up the texture in the shadows a little more. Don't worry about  breaking up those lines, it will help improve the texture definition.

7
Thank you.
Yeah, that's what I mean. By organic clusters, I simply mean natural or realistic shape.
(I'm sorry if anything I say is not helpful/understood, English is not my native tongue.)

Oh? Is that what kind of cave, you were going for? Allow me to make another edit.

Yeah, the colours in a cave should generally be similar, but you should account for the light source, and reduction.  Below is another, more refined edit towards a clay cave, with some colour adjustments closer to your original palette. The floor and wall colour-ramps have been partially merged.



Note the thick ridges at the bottom of the wall. This is common in these types of caves. The wall details are also closer to what you were aiming for, so try to take some note from what I have done here.

8
Eh, why not. I can mock up a quick example for ya'.
(I'm sitting on my arse, waiting to go to a funeral.)

Here's something quick, with some advice:
(Try to ignore my wonky colour selection.)


Don't be afraid to paint out your volumes directly, with a pixel brush, and go back and touch it up later. Try to create organic clusters, and just go with what "feels right". Looking at some photos will help you with this.

Your palette is a tad muddy-looking. You may want to improve those colours.

9
Pixel Art / Re: Cute Girl Action RPG Sprite
« on: February 18, 2014, 09:55:07 pm »
I bumped at few darker shades around under the band, to make the hair "pop" more, and to better show that the band is on the character's head, rather than a part of it.
(I've never used imgur links before, so if this is broken I will edit this post.)


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