Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - SeinRuhe
Pages: [1] 2 3

1
Pixel Art / Re: Sprites and tiles and UI bits, oh my!
« on: April 14, 2021, 02:17:23 am »
The story background of the character seems quite good to me, try to convey absolutely the most of that story on the sprite, way he stands, way he walks, even on the attacks! A good yet goofy exercise I do when making characters is acting them in front of my window at night so I can see the reflection (I really need a mirror or a camera xD), believe me, the difference on the results is quite big.

Don't hold on on the shadows, or anything really, it's better to do some stuff twice or trice and be happy with the results than doing it only once and have a suboptimal feeling about it. Shadow specific, code them on a layer below the character and items, transparent or not that's only a matter of changing the layer properties or having to recolor the sprite with some alpha.

If you want to let me see the tiles I'll give them a look, maybe the lighting on them can be fixed without much hussle?

Lastly, I've played some dungeon crawlers, the sheer amount of content of some of them is plain scaring from the dev point of view, what most (If not all) devs do is to have small milestones, this keeps the moral up. For what I see you should even start with a lower count of monsters, have a minimum viable product and after that continue adding up more and more! I'm willing to bet there's still a lot you are trying to figure out for this game, so is better to redo a tiny amount of units and tiles than having to redo everything because you figured out better ways.

Looking forward to see how this plays out!

2
Pixel Art / Re: Sprites and tiles and UI bits, oh my!
« on: April 11, 2021, 02:43:19 am »
Placeholder for my response and possible edit from my part on Monday since I'm outside my place and I absolutely love doing characters :-*

Here I am and what's promised is debt!

From what I see one of your main concerns is the sheer amount of work involved on animating 30~ sprites, I gotchu there brother, just place the lightsource directly above characters, this will allow you to flip one frame of the walking frame, reducing the amount needed from 3 to 2, what's even better in this case is that you can flip the two frames you need for a walking animation with this technique, making the walk cycle 4 frames instead of 3, which may be perceived as a more fluid animation with the same amount of work! (The idea here is to draw the passing and the contact frames of the walk cycles)

But what happens to the extra missing frame? Should all be savings in efforts? Well, no. A good idea is repurpose that frame to give a standing position to your goblin, you can convey a lot of personality in a single frame so the idea is to use it as best as possible to communicate who your character is.

I did a redraw to the character trying to give it a little more personality and also making it resemble more the idea I have of a goblin in mind, and of course, with the lightsource directly above for the reasons I previously mentioned. (The idea I had in mind is a goblin trying to escape from a dungeon, playing as the bad guy to justify attacking his monster friends, kinda dumb, I know)

Other small detail that really adds up is to avoid the outline where the character feet meet the floor, this makes it feel grounded, also add a shadow.

Hope this helps a bit!

There's a lot more to address but I think is better if we help you with this one step at a time.


3
General Discussion / Re: Different colors on different screens
« on: April 06, 2021, 05:52:02 am »
There's no easy fix for this, you can learn to work based on color code (colorblind designers do this), buy a screen that is calibrated and a device to keep it calibrated (this probably costs a couple thousands) or if you have a really high end cellphone you could check the colors there (they are by far more accurate than regular screens and tvs)

4
Pixel Art / Re: Beginner Tree
« on: April 05, 2021, 03:19:37 pm »
Here's a really quick sketch of what I would have in mind when spriting a tree along some notes:

- Use reference
- Always establish a clear direction of the lightsource.
- Avoid outlining inside the sprite.
- Group shapes, you don't want to draw every single leaf, just draw some big shapes that resemble a cluster of leafs.
- Add some variation to the tree trunk by adding more interest to it, a little texture, some branches, some roots, a hole, etc.
- Maybe it's better to add a small patch of grass on the bottom of the tree to ground it a bit, interactions between stuff is a strong point to sell believability.

(By the way, this forum has a built in zoom function, so always post your sprites at 100%, if you need to zoom some image just click on it)



You can also check some tutorials by Saint11 ( https://saint11.org/blog/pixel-art-tutorials/ ) that are great for beginners, here's one on trees:


5
Pixel Art / Re: My pixel art for my baby game
« on: April 05, 2021, 05:05:55 am »
we as humans crave contrast for a reason beyond my understanding.
If I ever write an art tutorial, I will use this quote.  :lol:
Just make sure to let me know, I'll send you a pic with my best retarded face for you to make a quote with it xD

6
Pixel Art / Re: Clouds and purple
« on: March 30, 2021, 07:59:43 am »
Ohhhhh, I thought that was some kind of poisonous fog! But now that you mention those are clouds I even see a zeppelin that I missed before!

- You are 100% right about that far highlights, there's no way they could exist, my bad.

- You did a great job with the clouds that I misread as dense, poisonous clouds, thing is, I do suck doing clouds, that's why they look like mountains  ;D

- I think your character looks great with the details, to be honest the main and maybe only reason why I took so many details out of your character is because I suck at drawing folds and drapery. Merging shapes is just a resource that I find interesting because it makes the spectator complete shapes in it's head and as a bonus it's a good justification for my laziness.

- Disclaimer, this is a non paid promotion and no one is pointing a gun at my head I swear, anyway, I would highly recommend aseprite for pixelart, is cheap, is great, has animation features and looks like a software made for a 3 year old (So everything is easy to learn)

- Keep the great work and hopefully lets keep this forum alive.

7
Pixel Art / Re: Alien Street Shaman
« on: March 30, 2021, 03:30:35 am »
My main advice would be to improve a bit the anatomy/structure, for me, it seems that the hand holding the piece of meat is coming out of nowhere and the hand holding the gun is too far apart from the torso so it seems disconnected, as well as some minor things that can be improved on the shading department (Mainly the placement of speculars).

Hope this helps to improve this piece, the concept is amazing!

8
Pixel Art / Re: My pixel art for my baby game
« on: March 30, 2021, 03:08:20 am »
The style is perfect, I think the animation is on point too, loved the one of the little guy shooting with a gun on each hand.

I think the saturation and values of the palette can be improved, specially the values, we as humans crave contrast for a reason beyond my understanding.

The other thing that can be improved are the tilesets, they lack the definition of the character and some shadows are so shallow that ended up looking like an outline. Maybe referencing some artist that are good at environment could help.

I hope this helps somehow, sadly I'm not great at explaining  :'(

9
Pixel Art / Re: Clouds and purple
« on: March 30, 2021, 03:00:46 am »
Yeah, thing's have been so quiet that is sad to see...

Don't take my word like true when it comes to advice this piece since you seem way more well versed than me in this kind of pieces.

Before saying what I would do I want to take a little time to say this piece is quite sick, I wish I could have this kind of ideas. :'(

Anyway here's what I would do:

- Make the character the focal point of this piece by softening the contrast and details on the background

- Merge some shapes of the character, specially on the hand that carries the lantern since it's the one that has more contrast, this to make it look sort of dramatic

- Get rid of the harsh speculars on the robe, make it looks like leather wich makes me think of kinky stuff instead of something dramatic. :-[

- The town part looks beyond perfect please don't touch it ;)

- Lastly, always check your values by making the piece black and white (this can be achieved by putting a new layer on top, fill it with white and put the layer blending mode on color) this helps to spot errors like crazy

Here's a quick edit I did, sorry for butchering your piece.




10
Portfolios / Re: [PORTFOLIO/AVAILABLE] SeinRuhe's Portfolio!
« on: March 23, 2021, 02:42:58 pm »
[Updated 2021/03/23][YYYY/MM/DD]

Pages: [1] 2 3