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Messages - eishiya
Pages: [1] 2 3 ... 110

1
When I mentioned the style clash, I was primarily referring to the style difference between the portrait in the text box, not the other sprite - those two match well enough. In addition, the environment seems to be at a smaller scale and more cartoony than the characters.

I understand about the inspiration, but I don't think it comes across in this style, and just looks like a mismatch. Consider building on the implied motion of those sprites, interpreting it to match the more rendered, detailed look of your sprites.
Incidentally, since you have the luxury of hiding the mermaid's lower body, you can create that bobbing motion by having her bob in the water rather than from her waist. The artists of old would've probably gone for that, given the opportunity.

2
Agreed about the style clash.

Her arm and body become shorter by a pixel for some of the frames, it looks off. It's the sort of idle animation you'd see in an 8-bit RPG with tiny sprites, it feels out of place with a more realistic style. The arm also seems to get a pixel thinner in one of the frames.
I think it would look better to keep the body animation sub-pixel and subtle unless you have a particular movement for her to do.

3
Animation / Re: Here goes some animated tiles
« on: February 08, 2019, 05:32:40 am »
Instead of thinking about frame duplication, try drawing a timing chart, so you know where the button should be in each frame.

If you must do it via duplication: duplicate more frames towards the extremes, since that's where it's slowest, e.g. no dupes of the middle two frames, 1 dupe each of the frames next to the middle frames, 2 dupes each of the next 2. That will give you sine-like motion. However, that won't give you the overshooting that'll make it feel springy, that's tough to do well without doing a timing chart.

4
Pixel Art / Re: [WIP] Forest scene
« on: February 07, 2019, 04:18:29 am »
The background is rather high-contrast, and the character is a bit hard to spot as a result. Try either lightening the darker layers, or darkening the lighter layers, so that the background covers only a smallish value range.

5
I think some smoke/steam would be a good idea, but right now it's so high-contrast and solid that it's drawing my eye away from those lower-contrast details like the dumpster, and to itself.

You'll have a hard time getting the viewer to focus on those details unless you make them pop visually themselves, just because the neon is so high-contrast. On the other hand, is that such a bad thing? Having some subtle details to find on one's own is fun too!

6
It's definitely got that cyberpunk thing going on now!
Some bits of the buildings feel rather flat (such as the parts beneath the porn fan's window), some cast shadows would help a lot there.

7
Pixel Art / Re: ninjavivi's corner
« on: February 02, 2019, 02:50:23 pm »
I feel that in both cases and on your spheres, but especially on the blue guy, you could use more hue-shifting to help bring the colours together and make them more lively. On the blue guy, you don't seem to be hue-shifting at all!

An unrelated crit: the greenish knight has a lot of pillow-shading in the rounded areas (the knee guards, the boots, the tassets), shading around the edges of shapes instead of according to the 3D form of those shapes. This also leads to a lot of banding. Don't be afraid to have well-lit portions of a shape bump up against another object! Your light seems to be coming from the upper left (aside from a few random bits lit from the upper right xP), and unless something is casting a shadow from that direction, that means the upper left of round objects should be well-lit, even if that's right near the edge of the object. You should also not be afraid to have light colours right up against dark ones without a buffer of medium colours, especially for shiny/reflective objects, or objects with sharp corners!

Here's an edit where I tried to make the lighting more consistent, and to avoid pillow-shading on the round objects:

I most likely misinterpreted some of the armour pieces, which might result in some nonsense areas. If my critique above doesn't help you understand something in this edit, feel free to ask!

8
Pixel Art / Re: [Feedback] [CC] FE style game sprites and animation
« on: February 02, 2019, 02:04:21 am »
I think a little animation's good (and maybe even some particles!) to really sell the damage.

If you just want a simple shake like this, think about doing it in-engine rather than as part of the animation itself. That way you could control the amount of shake more easily, and perhaps even have the shake amount depend on gameplay factors such as damage taken or weapon used. In addition, if you do it in-engine, you could add bespoke hit animations later and keep (or remove) the shake easily :D


As for the casting animation, it's probably best to keep the animation simple and effect-free so that it can be reused easily. That little bit of light in the mage's eyes helps sell the glowiness of the spell. If it would not be too complex, consider expanding that to illuminate more of the character for some spells! For example, if the casting poses are generally similar, you could bake the extra highlights into the spell animations themselves.

9
The sharpness of the reflections makes the surfaces feel shiny/wet. That's a common look in cyberpunk, but if it's not what you're going for, then more diffuse, less detailed reflections might be more appropriate.

Another thing for the neon look is to avoid having neutral/white light if possible. Those neon colours bounce everywhere, nothing is sacred ;D Anything not illuminated by a coloured light source should be either dark, or illuminated slightly by the reflection of a coloured light source.

Here's an messy edit just in case you want an alternate take:

I started off by darkening your base image, and then added a bunch of vague reflections of the major light sources.

10
I feel the biggest things holding this piece back are
1. The scene is very well-lit, so the neon doesn't have the chance to stand out as glowing/bright. Darkening the pavement, dumpster, and interiors would help with this.
2. The neon lights don't colour the environment around them. You have some immediate reflections here and there, which is good but barely noticeable in the image overall.

Really, both of these are manifestations of the same problem: you're overpowering the neon lights with a neutral-coloured light source, so they don't get the chance to look bright or interesting. Try colouring the scene as if the neon lights are the only (or at least main) light sources.

I recommend looking up photos of neon-heavy cities such as Tokyo, Seoul, and Hong Kong for inspiration, you'll see that the neon colours affect everything in the scene. This post has some great examples to get you started.

You probably don't even need the glow effects, because the lights colouring the environment will naturally make the lights read as glowing.

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