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Messages - Maki
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1
Pixel Art / Re: Logo for a game - Troll Market
« on: February 25, 2015, 05:12:06 pm »
I really like the concept and the style. I honestly wouldn't find the logo any better if it was made with better quality. Perhaps the jagged lines tell about the sharpness, a bit mood that the piece expresses. Amazing design.  :)

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Unpaid Work / Re: So, I have lost my art, and I need new ones.
« on: November 28, 2014, 10:53:06 pm »
Gondracorn I bothered cause your post seem a bit unrealistic and unusual most likely. Normally Unpaid works would just pass through without any replies, but you seemed like you're super depressed after I've read some things about you. If you're autistic, I'm sure you must be pretty talented for at least one thing and honestly I'd say that if you really love art so much it could be that but you might just have a weird approach to learning. That way can simply be compared to learning how to drive a car without driving it. You've done some art but you've never shared it. People aren't as insane or evil as you'd think they are. There's none from this site I'd know that would be posting to bully you. Don't be ashamed, post your art no matter how bad it is!

Always try to do as best as you can with every sample, take as much time as you need. Your project has no time limit if it's only important to you. Make this creatures as magnificent as possible so they will always stay your life companions.

If you're not lying at all I feel sorry for your loss and I apologize for the way of how I've judged you, however if I were you, if all that it was there left for me were magical creatures, I'd make my family proud by drawing them. And I would do all that I could to improve them. Pixel art is not something you'd need to learn, just feel it. Keep redrawing it until it reaches the point that you'll love your art, but be sure to keep posting what you've got so far so proffesionals will guide you on your path of improving.

Also, the little issue already stated I can comment on, you've mentioned something with the tiny scale. You do not have to do it that small. Nevertheless, if you will do it small keep the shapes simple so they are easy to recognize. Pixel art has some limits compared to pencil drawings, but it also has benefits.



Sorry that I've added some beard.

Good luck,
M

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Unpaid Work / Re: So, I have lost my art, and I need new ones.
« on: November 27, 2014, 08:34:15 pm »
Dear gondracorn.

Do not take anything said past this line offensively. Your post seemed pretty mysterious so I'll take some time to help you out.
_______________________________________


The thread you've opened today is one of those pretty weird threads that usually get no replies. You can't expect people to do something for you without giving them back a guaranteed succes, but one thing is sure. Noone in this world can 100% guarantee one thing. Now from here on, I'll connect the topic directly with your personality or your ''tricks''.

I clearly cannot count all the lies told in here, but I simply don't care. Once again, I'm only here to help you. You're praying on people's emotion right now. I've checked you out on DeviantArt. I do not know what are you trying to achieve but not much things make sense to me.

''Let's go in depth''
I've seen various posts about how you're going to commit a suicide because of art (and it seemed super literally), but I'll skip this as we are mostly here to help you out with the pixelart. First off to back myself up so I won't look like a guy that is just rude. You've created your profile account today, posted a thread how 5 years of work is gone, for that creature game but at the same time you've stated this in your signature: Free To Play for all young ages! Creature Feature! Coming Soon!

I do not have to be a psychologist to understand how innacurate this is. DeviantArt talks about how you only got few papers you draw on and here you're speaking of your hard drive fatal disk error. You're asking for sprites, you're saying you're making them but they're bad, but I can't see any examples and I don't understand why would someone else have to sacrifice their time, while you'd do nothing. I feel really sorry for you if you're really living on the streets, but however I'd rather just assume your in a depression. Depression caused by?

Now.. all I was able to obtain from the supreme internet is that you tried to make some sprites, but they haven't turned out great. People said that to you and you got super upset. Not everyone is talented for art, but I would not consider a decent pixel art to be something that you'd need to have a talent for. I'm super unskilled when it comes to pixelart but I've still managed to draw some of it and I still am doing it. I haven't gave up. But it won't just happen. Show the love you're stating all the time and give it some practice. Instead of this thread, have a thread where you'll post your samples and get some critique on. To make sure you will get this revision I will reply to every of your pixel art work at least in the first month of your work.

So right now, stop crying cause there's still tons of life towards you. Show some discipline, work hard, share your work, improve. If you were planning the release of this game in the next 10 years, you've got plenty of time to work this out.



I'm glad that I could help, good luck
M

[Sorry for a long post, here's a potato]

4
Pixel Art / Re: [C+C] [Newbie] Help me get on the right track!
« on: November 19, 2014, 03:55:44 pm »
I can't quite get what I have on my mind in pixel form, but I've improved.

I've had about the same problem at the beggining. I knew how I'd like to have the final outcome, but then it just seemed impossible to get anywhere with pixels. So once again, start small, get along with all the techniques and ''rules''.

Here's some that are pretty similar to what you've done so far. Try to work with colours as well, to get better with the palletes/colour choice.
You might wanna check out this game. It's simple, but the graphics look well all together.

I believe it's called Elliot Quest, it's good for learning cause there's 2 different views in game and it's pretty basic.




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Pixel Art / Re: [C+C] [Newbie] Help me get on the right track!
« on: November 18, 2014, 10:04:46 pm »
The key to making good, but very simple pixel art is how it all ties together, which is why mockups are more telling than individual tiles. Here's hoping you didn't give up!

Although what Decroded did looks wonderful, you probably can't go straight with that if you're new. Not that it would be impossible for you to make it, but it would take you much more time and you'd be therefore wasting tons of time without learning much. Basic pixel art knowledge can still be tested on way easier graphics.

Take a look at these, they're simple, more than having to do extremely awesome shaping, textures and colours, you gotta get the feel of depth in my opinion. Ofc art will start to look good once you're able to do all of the above on a decent level.

Some promised samples to look at.
http://i.imgur.com/FXtiTvk.gif

http://images.pocketgamer.co.uk/FCKEditorFiles//Deep%20Dungeons%20of%20Doom%20Image.jpg

This looks like something you could do with the way you're doing your art atm. It has a little bit more depth, but it's still sidescroller.


Hope this helps.

6
Pixel Art / Re: [WIP][C&C] Sidescrolling strategy - game art
« on: November 18, 2014, 06:55:49 pm »
Concerning the lack of highlights: Most of the stuff you posted is wood, which is mostly diffuse in texture. On top of that, I like the idea of having the background lack highlights, so the sprites pop more. So I'm not sure if that's a vital thing to change.

Also, I assume you were inspired by Chasm (the comparison is obvious), which also doesn't have highlights on the buildings. It works for me in that game, so I assume it'd work for me in this game too. Do note that Chasm goes a lot darker than you in the shadows.

I'll see what I can do here. I might do slight wood texture, but so far it didn't seem to fit well.

Nice guess tho yes :) The owner of the project likes that style and I do as well. Although mine is different colour wise and I guess I'm involving much less details and texture,  that's somewhat where I'm aiming. Should I go darker with shadows? The thing is, there'll be some weather involved and night/day cycle and that's most likely going to be done codewise with some half transparent grey colour, I'm not sure whether super dark shadows would turn black at that point, or actually lighter? Well soon to be known, there's few more samples I have to make so that we can start working on the engine of the game.

7
Pixel Art / Re: [WIP][C&C] Sidescrolling strategy - game art
« on: November 18, 2014, 04:26:25 pm »
Thanks again for your replies everyone.

To make it clear, I do not work with white backgrounds, the issue with these comes from some weird course I'm doing, but it does not however affect the actual ingame graphics. I work on ''transparent background'', but actually got some light grey set behind it. Eventually I'll have to make some background scenery, background is going to be tiled as well. At least the closer one. So colours behind the builings will be quite different. But surely, things behind will have a bit ''washed out'' colours. Although I'm not sure whether I'd need to update colours, here's how it looks without the white. But I guess colours can wait a little bit, until the background is all sorted out.

Farmhouse with some scenery - improvements?


Not to talk about the second issue, the wood and the highlights. I'm not that skilled yet Manupix so when it came up to having the same window on the same wall with just 4 different wood colours it kinda went all complex. Although the wood colour is that different now due to 3 types of wood I'll have ingame. Light, normal and dark (Compare oak tree and willow tree and a pine tree I guess). I'd be glad if you had any time to show me the possible solution for that specific window part.

And last the lift. I tried to make as much sense as it was possible, but still make it fit to what we need ingame. Deeper in mines I will use bucket-like cage. Mines consist of quite a few levels and lifts will be a bit different. I'd be glad if someone knows a bit more about these specific problem tho. Let's take a look at the lift before explaining it.



Typical lift, invented in Roman times, used through all the medieval times, for going downwards only. These were built on top of the hills - quarries or whenver something needed to be lifted just up and down. There are several types which I'll include in the game, the one at the docks for example, the lift placed at top floor of warehouse...

What these lifts have is most likely, small cages that are incappable of carrying people, unless they put themselves into some uncomfortable position, what I need is a lift that can carry few workers at once. Was it like that in the medieval ages, was it even invented? That does not matter to me at this point. The game won't be highly realistic, but I'd still love to see my lifts make some sense. So imagine if there was a giant cage like mine, it would spin around if attached to one rope only. I'm searching for better alternatives. Any suggestions? I could think of having 2 lifts one on each side and then even some wooden construction that wouldn't allow the platform to spin around or move left or right when going downwards. While I'd still love to see this one used ingame somehow. I'd be glad if anyone could sketch a thing.

Thanks again.  :)

8
Pixel Art / Re: [WIP][C&C] Sidescrolling strategy - game art
« on: November 16, 2014, 03:46:28 pm »
Ty ErekT,

It's been bothering me how to get those ''cart''s trams feel a bit more straight.  ???
I'm not sure if I should use any AA since it's all at 2x. But I'll take a note and try up with some solutions. If you've got any tuts or anything similiar that could help me out forward them to me please.

Anyone got any ideas how I could improve this?

The wheat field

at 1X http://shrani.si/f/29/12Y/3y4dskzz/wheat1xv7nature.png

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Pixel Art / [WIP][C&C] Sidescrolling strategy - game art
« on: November 15, 2014, 11:10:09 pm »
Hey guys! ;D

As I've stated in a previous topic, rather than creating tons of new ones I'll have this one regulary updated.The game takes place in the medieval era, with a bit of darky feel, but graphics wise in a simple way, with some style. All the graphics will be viewed at 2x, the map will be tiled, there will be mining included so take a note that anything I'm doing must be tiled if it's not a whole object. I'd like to ask you for your critique and help on whatever game asset I'll paste. If there will be anything specific that will be stated under each house. Thank you and I appreciate your feedback.

Farm and Warehouse (There's some scenery missing which I'll post together in a sheet)

at 1X http://shrani.si/f/23/H7/1RFOnLgM/farmwarehouse1xv1-buildi.png

City Hall lvl 2 (Really basic City Hall, you start with a tent that is upgraded to a cozy house)

at 1X http://shrani.si/f/46/Z8/YRvQJiR/cityhall21xv2building.png

The Lift (For going deep into the mine, eventually it is going to be pulled by an ox, when upgraded it might be switched onto some primitive machine to run it)

at 1X http://shrani.si/f/17/ph/3vm1k7BU/lift1xv1-building.png


10
General Discussion / Re: Advice on how to achieve this
« on: November 13, 2014, 05:10:23 pm »
You might wanna have a tablet here, set your brush to some sort of circular shape, but with no AA. That's what I can think of.

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