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Messages - eishiya
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1
Re: Against the rules, I think you should be fine if you clearly provide the source of the art. "Not my art" is not adequate credit xP Also, why not use stock art for now, if you're not already?

It sounds interesting, but I'm not sure I understand the splitting-up mechanic, perhaps because I've never played Dungeon of the Endless. How does the player handle the different sub-parties when they encounter enemies? Does the game dictate the flow, or does the player choose which sub-party to move?
Whether I'd wishlist/buy this would depend a lot on the final artwork, and how strategic/synergistic the cards are. Any game mechanic can be done poorly, and with card-based games, it can be hard to gauge the quality of the system without playing it for a while since the meat of the gameplay is non-visual, so unless the art was gorgeous or the setting looked particularly up my alley, I'd probably want to read a few Steam reviews and the game's forums to see what, if anything, players are complaining about.

The UI is a bit overwhelming, I think there's too much text and you probably don't need the vast majority of it. The cards UI also doesn't feel very card-y, it feels more like a fixed set of skills and doesn't visually communicate that it's a temporary hand. Plus, squares aren't a shape typically associated with cards, I think. Maybe rectangles in a row that stick out of the UI slightly would feel better? They could have the art on top and mana and other info on the bottom. They could also animate upward when selected or hovered over :D That way you wouldn't even need the "Cards" label, that area would just read as cards all on its own. Perhaps you don't even need the separate info panel and can include the info on the cards, if they're redesigned to look more like cards.
Consider breaking out of that boring rectangle on the bottom, too. Just a slightly more interesting silhouette can make a big difference. The cards breaking out of it is one of many possibilities.


The black mana is hard to read, it looks like the empty slot at a glance. The grey mana also reads a bit like empty when there isn't an actual empty slot nearby to compare to.

The text looks really out of place. As I mentioned, there's too much of it, but it's also in a font that's at a completely different scale from the artwork (the health bars are, too). With pixel art, try to keep things on the same pixel scale and grid. Mixing scales looks like you didn't actually want pixel artwork or otherwise didn't communicate with your artist(s).

In the timeline, it's not immediately clear which characters are heroes and which are enemies. Consider having the portraits face the same direction as they do in battle, and colour-coding the frames. Is the triangle under the blue-haired hero an indicator that they're the active character? It's a very underwhelming/lazy-feeling way to do that, why not highlight the frame (and character in battle) instead? In general, try to avoid arrows as much as possible, treat them as a last resort. If you need arrows, then chances are you've failed to communicate what's important at the moment in more immediate ways.


I think that's the overall impression I have - the UI doesn't immediately communicate things, and requires arrows and labels. Try to find ways to show things that can read to most people without these aids, and the UI will look much less cluttered and overwhelming. You can always have more in-depth explanations as hover/click pop-ups, and if the UI is already self-explanatory, it'll be easier for people to not need to read those again after they read it once.

Your map is currently the most self-explanatory part of the UI, which works well! Since you have a lot of space between rooms, consider having little speech bubbles above each room with the faces of the characters in that room. I think that would be a pretty concise way to show that, and it's pretty common in JRPGs and such.

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Pixel Art / Re: background [WIP]
« on: October 16, 2019, 11:37:59 pm »
It's rather high-contrast, so while it looks good on its own, the foreground platforms and character easily get lost in it. It's best to have lower contrast in background layers so that the gameplay elements can stand out clearly.

3
Pixel Art / Re: [WIP][Feedback] RPG Simple Sprite
« on: October 12, 2019, 01:28:04 pm »
Showing two legs like that is a nice solution! However, the character looks very blocky in that and the 2/3 views because their front is just a straight line. But again, that's something easier to fix once you're adding clothes and shading.

I personally prefer the thicker arm in the version before the latest update, the arm looks like it gets thinner at the shoulder in the latest version.

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Pixel Art / Re: [WIP][Feedback] RPG Simple Sprite
« on: October 12, 2019, 02:42:16 am »
It's hard to critique something when it's in such early stages. One problem I do see though is that in the side views, the character appears to be leaning forward and lack a butt. The pose of their arms is also inconsistent with the other frames, at least the way I read them (small pixel art is naturally rather ambiguous).

Here are a couple of possible ways to address it:

Neither is a perfect solution, and I think once you start adding hair, clothes, shading, etc, it'll be easier to subtly suggest features that cannot be shown with just a solid outline. So, rather than perfecting this outline, just keep this issue in mind as you move forward with drawing characters using this case.

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Pixel Art / Re: [WIP][Feedback] First Sprite! "Nerd"
« on: October 09, 2019, 03:08:06 am »
Your lightest AA colour is unnecessary, it makes no perceptible difference zoomed out, and just makes it look blurry zoomed-in.

The sprite feels plain/flat for three reasons:
1. There's no shading. Even for a simple style, a little shading can go a long way.
2. It's full of straight lines, which makes everything look stiff. Even very tidy characters are full of curves. Bodies are full of round shapes, and limbs are rarely perfectly straight. Think about the character's personality. How can you express it with their pose? With the shapes used to create the character? With small sprites especially, you also often have to exaggerate. For example, if the character's meant to be hunched over, maybe they should be really hunched over, with their head practically hiding their chest.
3. The colours are dull. You don't have much to play with colour-wise since the character has a lot of black and white, but even just picking more vibrant AA and outline colours can help! When blending between two colours, don't just pick some mathematical midpoint, go through some other hue. Try to avoid using greys (including pure white and pure black), as they're dull. A warm or cool "grey" can convey a lot more without looking too colourful.

Here are some minor tweaks to address these. I didn't change your base colours and mostly avoided touching your lines, instead I mainly focused on adding some minor shadows and tweaking AA/shadow colours. I shifted one of the legs a little for a more natural pose.


(By the way, you don't need "[Feedback]" in your thread title, that's implicit xP Getting feedback is the purpose of posting in the critique section.)

6
Pixel Art / Re: [WIP] Need advice on my ivy wall
« on: October 08, 2019, 05:50:49 pm »
The smooth edges make it look like a splash of paint.

Try thinking in terms of clumps of leaves. If you look at photos of ivy and other climbing plants, you'll fine that they're much like other similarly-sized plants - they have bushy and sparse bits, they have volume, they have branches.
Here's an edit where I replaced the ivy around the central window:

(Don't forget that you can click to zoom on Pixelation, so your 2x prezooms are unnecessary and just make it harder for people to make edits xP)

7
Pixel Art / Re: tree [WIP]
« on: October 04, 2019, 01:05:02 pm »
Dithering only really works if you can cover a large enough area with it. What you've done reads more like a few additional lines rather than dithering. That said, I think it is a step in the right direction, as it breaks up the artificial-looking horizontal lines, turning them into diagonals.
I think you're focusing a bit much on the sections of bark, I'd weaken them by breaking up the lines, and I'd instead create texture with rougher cluster edges.

(I also added some thin branches, as the tree looks unnaturally tidy to me without them.)

8
2D & 3D / Re: Art Direction - Top Down Shooter
« on: September 28, 2019, 01:08:17 pm »
It's hard to tell what's the floor, what's decorations, and what's objects in the world, because everything has the same values and shadows are minimal. Stronger directional shadows from objects and characters would help, as would reducing the value range on floor and decorations you can walk over.

The mech's animations look pretty nice to me (though some sway and recoil on the cabin would help with the weight), but the legs slide along the floor as it moves. For straight-line movement, this should just be a matter of making the legs move at the same pace as the movement speed, for the turning animation, if that movement is very controllable rather than fixed, there might be no easy solution (IK on the legs could work, but that's no small task).

Additional "weight" nitpicks: The dust cloud from its landing fades very quickly and thus feels insignificant.
There's no followthrough on the landing, the mech doesn't appear to squish down and then come back up, and this makes it look weightless. This is hard to show from above, but its "arms" would probably splay out a bit, and it would probably pitch forward briefly. Even if you're going for realism, these movements would be there. If you're going for a more Metal Slug-esque feel, then you could exaggerate these movements and give the animation more personality that way.

Honestly though, my biggest problem with the mech is that it blends into the floor. The fact that it's animated while everything else isn't is the main thing that makes it stand out (when it's not shooting, the shooting has nice contrast), and that won't be enough if there are enemies and animated terrain.

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General Discussion / Re: Threads missing links and images
« on: September 26, 2019, 01:44:14 pm »
Everything will die. Google's services have more longevity than most, but they still shut services down all the time (also, you can't hotlink from Google Drive AFAIK). Make sure you have a local copy of anything you want to keep instead of relying on the cloud, and be prepared to reupload copies to new image hosts if you want them to stay online.

10
Portfolios / Re: Professional Pixel Artist, Chiptune Composer and Animator!
« on: September 26, 2019, 01:42:06 pm »
All your example images are broken xP Your avatar is, too.

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