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Messages - Neophos
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Pixel Art / Re: Molten Foundry tileset
« on: April 25, 2016, 10:42:30 am »
I think the lava is very busy. It might not matter depending on what kind of game it is (if the game is fast enough, you probably won't spend much time looking at the lava animation), but I can see it sticking out in a slower game or slower segments.

2
Devlogs & Projects / Re: [Pixel Art Game] Inexistence
« on: February 28, 2016, 06:21:33 am »
The Cyclose has really dull shading, it looks more like a potato than a fearsome monster. It looks a bit pillow-shaded, and the specular highlights probably shouldn't stand out considering it looks to be made of rock or clay. The Scylla looks much better, with clearly defined forms and a light source.

3
I think you should up the contrast and lower the amount of shades.

In the face in the bottom right, it's hard to tell whether or not it's dirty, if the mouth is open or the lips are just dark, and the eye shadow looks more like discoloration than make-up. I think if you split up the face in more contrasted areas, it would read better.

I think you're focusing too much on detail and not enough on the basic shapes.

4
Pixel Art / Re: [WIP] Knight Character
« on: January 01, 2016, 11:08:47 pm »
I think it looks a tad unnatural that the cloth blows back but when it goes forward again, it stops at the lowest point. If the animation was slower or happened less often and had a reaction flowing from the first gust, then I think it would look better.

Kinda like Chun Li's idle in SF3 (http://zweifuss.ca/chun-li/chun-li.htm).

5
Pixel Art / Re: [WIP] Knight Character
« on: December 31, 2015, 09:58:51 am »
To me that animation looks more like he's scared than he's being hit.

Take, for example, Alucard from SotN: http://www.spriters-resource.com/fullview/3228/

His small actions, walking, crouching, are generally very smooth with small changes in each sprite between frames, while the larger actions, attacking, getting hit, have bigger, more exaggerated changes to emphasize the power.

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Pixel Art / Re: [WIP] Knight Character
« on: December 30, 2015, 08:46:37 pm »
Actually, I would recommend against making the animation smoother. Getting hurt, especially in a way that is implied here (I'm guessing being hit by other knights or monsters), is nothing something you do smoothly, it's snap reactions and instant reflexes. I think it would better, as in more painful and better conveying that, to have a very fast animation to an exaggerated pose instead of a smooth leaning back on getting hurt.

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Pixel Art / Re: [WIP][C&C] Knight in shining armor
« on: December 28, 2015, 09:34:10 pm »
I prefer the first arms, they gave a very unique look.

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Pixel Art / Re: [C+C] Snowy forest
« on: December 16, 2015, 04:23:58 pm »
I think it looks smashing, but I agree with the spirit of Seiseki's edit.

Will the background be completely static? Making something with that detail scrolling over large screens would be an extreme amount of work for just one person. Like in the edit, I think you should make some areas in the background less detailed, although if you are working in repeating parallax layers, I think it could work very well, especially with the closest layer having unique details.

You could also have some rim lighting with a full moon that big.

9
Pixel Art / Re: [C+C] Metal Bat
« on: December 15, 2015, 09:48:15 pm »
The shading on the bat is wrong.

An aluminum/metal bat has a very specific shading where it has sharp lines that reflect light, or if the only light source is dim then it still has a notable highlight. http://www.boonebait.com/images/88888.jpg http://previews.123rf.com/images/coprid/coprid1008/coprid100800039/7673590-Aluminum-baseball-bat-isolated-on-white-Stock-Photo.jpg

If you look at those, they have either one big highlight going down the bat, or several if there are more light sources. Your bat becomes darker in the middle, implying either that it's concave or there are very specific light tricks being done. Also, most bats have a flat top, so they wouldn't have the top that your bat has.

10
Pixel Art / Re: Walk animation on fire!
« on: December 02, 2015, 12:38:03 pm »
The head-bobbing is uneven, he goes down more on one leg than the other, which makes his run look like a weird kind of gallop instead of running.

The fire also reads badly - It's just noise on his head. Maybe try to create more forms in the flames, so that it's a few licks of fire instead? Also, possibly add some particles from the head that trails after him. If you watch clips of fire, like https://www.youtube.com/watch?v=yGbodsAV03M, you'll see that fire moves in clumps, and once they separate from the main fire, they live on for a bit. Try to get that sort of "life" into your animation!

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