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Messages - BlackTerror
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1
Pixel Art / Re: Pixel Studies
« on: August 07, 2015, 11:52:34 pm »
You missed the inner antialiasing on the devil -- the outline is still being antialiased towards yellow.

2
Pixel Art / Re: It's just a Bug Phase.
« on: August 07, 2015, 09:26:42 pm »
Defend- Wings become this knight's sheild. (This is how ChrisTwoBalls says hi)[/url]

Duck Defend- Those wings are pretty versatile

This is more of a gameplay/readability issue: I feel the 'defend' stances would look better if he flashed (to the penultimate frame) every time he was hit. Right now, since there's no visible reaction, it's hard to tell a defended hit from a miss.

3
Pixel Art / Re: [C+C] Beat'em up - Fighting game sprites
« on: August 05, 2015, 10:56:38 pm »

Lately I've been practicing slashing effects. This is the character's super move, and is supposed to be a very strong slash that leaves a lingering wave over her. Timing is a bit off since the slash effect should have its own timing, but it shares the character's so it looks strange towards the end. Also, right now the slash has only one color. What could be improved? 



I'm confused. You call this a slash but it looks more like she's thrown something upwards: why are there two motion blurs, each of which fades independently of the other?

4
Pixel Art / Re: Bison Wip
« on: July 02, 2015, 01:58:16 pm »
Design looks cool, really evocative. But the head/torso seems very jerky, like a wooden toy rattling around. Seems to jump suddenly between two positions, rather than smoothly moving between them.

5
Nice standing frame, but I would add more walking frames. 2-frame walking is extremely limiting, and 3-frame (A-B-A-C) will never look right. You want 4 frames minimum for a good walk cycle, ideally 6 or 8, each distinct from the standing frame.

For the walk frames themselves: you should consider stronger foreshortening and much darker shadows on the distant limbs. Currently there's not much separating the standing frame from the walking ones, light-balance-wise. Also I'm not sure what's going on with the bottom of the forward feet. Is that supposed to be the bottom of the sole? Because that would never be visible from this angle, and the perspective is off on it anyway.

6
Pixel Art / Re: [C+C][WIP] Totally not Samus
« on: June 28, 2015, 04:30:50 am »
I realize the bottom half or so is rough and unfinished. The overall form and palette design looks good.

I feel like her forearm is too short and she seems to be handless. If the gold bit there is meant to be her glove, it needs less dark separation between it and the feathers above.

Are they feathers? They seem kind of poofy and structureless, like Dr. Seuss trees.

7
Pixel Art / Re: [C+C] Frogs
« on: June 28, 2015, 04:26:49 am »
Nice, I think this has the best feel of depth and background space so far.

8
Pixel Art / Re: [WIP][C+C]The Modern Prometheus
« on: June 22, 2015, 10:23:09 pm »
Nice! I love how you changed the monster's shading and form. But I don't like how much blank empty space there is between the heads. If you look at hand-painted movie posters, they overlap forms constantly to create interesting compositions, but your heads are just floating dull and sterile in space. Those are not themes I would associate with Shelley's Frankenstein.

I would move all four subjects closer together, especially the monster and the title, and possibly enlarge the former. That would also help emphasize the monster as the real subject of the work -- now, so much of his portrait is in shadow, he nearly fades into the background.

9
Pixel Art / Re: Pixel Art Game - resolution
« on: June 19, 2015, 08:21:06 pm »
Your sidewalk perspective isn't right. A) that's a very short walk up to the doorway, and B) the sidewalk doesn't conform to the perspective of the hotel's walk. The latter has a vanishing point right around the center point between the "O" and the "T". That's where you need to draw all your sidewalk lines to converge to.

10
Pixel Art / Re: Tiles C&C
« on: May 09, 2015, 05:22:35 am »
Would love some more general C&C.
Also considering adding some light texture to the grass tiles.  I will at least be adding texture to the front facing grass tile where it borders the stone sidewalk sort of tiles.  As you can see I've already started playing around with some texture in this area and it isn't going too well.  So any guidance regarding this sort of thing would be very much appreciated as well.


I liked the old duller cobblestone tiles you had before. Generally adding more contrast and separation between the stones makes them pop out really strongly, feel closer to the camera. That's part of the reason they look like walls rather than floors: that sort of detailing can work for walls, which are physically closer to the camera, and are obstacles for the player to path around; but floors you want to fade back and become essentially invisible. Conveying affordances is probably the most important function of game art.

The diagonal bricks in front of the doors do this well. Everything on the upper floor is at a similar lightness. The cobblestones break this.

The lone depressed stones on the upper floors are are way too extreme; I would reduce the shadowing by a whole line-width.

I've begun putting a map together in tiled map editor.  Figured some of you might like to take a look?
Also, still a WIP so C&C is very welcome.   




Your stair shadows here are not nearly stark enough. They should be darker, for one, but also extend nearly the width of the stairs at the midpoint. Think about how the wall would stencil its form onto the surface of the steps.



Also, you need some kind of real architectural corner on your buildings. The brick doesn't really work there, especially not just starkly ending like that.

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