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 - Avocado
Pages: [1] 2 3

1
Pixel Art / Re: Minimalist Platform Characters
« on: March 06, 2010, 05:39:18 pm »
Have you posted the running character anywhere else or under another alias? I'm positive that I've seen that exact sprite before, and probably on this forum, but I don't remember exactly where.

2
Pixel Art / Re: Character help
« on: January 09, 2010, 01:03:40 am »
the strap for the sword looks like a scarf the way that it comes out of the cape neck-piece. I wouldn't wear that kind of cape because i would be afraid of getting choked because of it.
(I just reread the thread and it's not supposed to be a cape? I have no clue what it is from just looking at it.)
it's sort of hard to read everything you have going on because you have all these colors but they don't work together very well and there is almost an entire lack of contrast that makes them blend together even more. The only thing that really pops out to me right now is the head because theres the sharp contrast of his dark hair and his light face, after that everything sort of blurs together. To be honest I liked the style of the first sprite you did the most because it had a very castlevania vibe, but that might be why you changed it.
The reason that Jad's edit was effective was because he unified the palette and at the same time made all of the focal points of the character easy to read and distinct.
I think your fourth character in post #13 showed a good unified palette and if it just had more contrast would be ideal, but again that might just be the castlevania bias.

3
Pixel Art / Re: (WIP) Tree monster thing.
« on: December 21, 2009, 04:15:47 pm »
I signed in just to post to let you know that that tree has oodles of character. Great job with that, I know it's based on something from a game, but compared to your original sketch the pixelled tree has tons more character.

Pixel-wise i know it's still a WIP but the roots are pretty difficult to read, the sudden jump in contrast from the jaw looks a little awkward and the big blank spot in the middle of the tree's face is kind of boring.

But again, I love the character, keep up the great work.

4
Pixel Art / Re: Requiem platformer sprite
« on: November 07, 2009, 01:58:55 am »
I actually really dug the sub-pixel animation, but it seems like you're not really done with the animation. The chest doesn't move at all and breathing originates in the chest area, and the hand of the sprite seems to jump between higher and lower without a transition. Great work so far, though.

5
Pixel Art / Re: [WIP]Game Hero
« on: September 06, 2009, 02:38:57 pm »
i made some edits



i made the first one but the balance bothered me (it still bothers me in the second one) and i dont like the colors i picked i couldnt really figure anything out over there
but i dunno you might find something you like

anyway, i changed the face around because it was pretty difficult to see the scar in yours and the shape of the hood seemed sort of off to me. In yours the face seems like its trying to be less cartoony than the rest of the sprite is the best way i can think of saying it. You dont have to do the black gaping hole thing and i hope you dont, i just happen to be a sucker for this sort of thing.

This makes more sense in my first edit but I also think it could be interesting if the scar is in the shape of something, like the moon, in my edit, and you could throw something about that into the game plot.  I dunno, just a thought.
I guess it could also help if we had a better idea of what the game was about.  I know that youre trying to make a badass protagonist but i dont know if hes a murderer or a thief or what. 

You might not like my edit because it doesnt look as evil as yours, but the most important thing i feel like i can say is that your sprites legs are kind of weird, they're an upside down "v" and there are no discernible leg parts, theyre just straight lines.  His waist also starts really low.  Admittedly its only a pixel or so below mine but I feel like the positioning of my legs makes it seem higher.  So my main crit is, work on the legs.

Also in the newer version the colors almost make him look like a clown, no offense to thedaemon.  I dont think that bright colors are the way to go here but i might be wrong.  The issue with the original sprite was in contrast more than anything, i feel.  I wouldnt have had trouble spotting him on a dark background, but he was too monotone.

The animation looks okay (theres some jumping in the legs right after he heel strikes but its nothing major) but you probably want to have your protagonist bobbing up and down.  Also you could try a non-regular walk (something sneaky or something) to emphasize the characters character but that might be difficult.

Sorry that i write too much but say too little

6
Pixel Art / Re: [WIP] Slime
« on: August 07, 2009, 07:56:28 pm »
You can try to do something like this
if you want it to be more solid than jello, and you could add some cool stuff like some "slime" sticking to the floor when its lifting up or something.

Also, your gif had frame overlap so i fixed that:

You could possibly up the contrast on the slime a little more, the back end seems kind of weird during the animation, and if you exaggerate the extremes of the movement a bit more I feel like it would look more impressive.  Right now it seems like its moving reaaaally slow.

7
Pixel Art / Re: Some of my pixel work
« on: August 07, 2009, 05:59:29 pm »
It looks like you just raised the saturation of your colors instead of changing the values and brightnesses.

I also think you're missing out on some valuable advice by ignoring bengoshia's edit, I feel like he addresses some important things in his edit.  It may not fit the game stylistically but personally I do think that it's an improvement.



His looks more three dimensional and is better defined overall, especially the face, which seems to be what he focused on in the edit.
Even if you disagree with the color choice and how his looks less like a cultish monk, I feel like you could still learn something from his color choice, ramps, and shading.

I was going to type something about them but to be honest you can just disregard all the palette things on top, I guess you could have a look at how his colors differ from yours if you change your mind.

Also, just to make a point about contrast, take a look at the orange magician goblin and green pirate goblin.  I believe they both have three shades of color in the skin but it really only looks like one, there is almost no difference between the lightest and second lightest shade and you hardly use your significantly darker third shade.

I don't mean to sound offensive, the characters are all interesting to look at and I love your wizards, especially the third one, and the characters all complement each other very well stylistically.  I just feel like the shading could be improved.

8
Pixel Art / Re: [WIP] platform mockup
« on: August 07, 2009, 04:46:17 pm »
You're doing a great job breaking up monotony and creating lots of interesting visual effects with your four color limitation and I think that everything looks great, but I have a few comments.

I'm not really sure what the thing on the top right is at all, I'm guessing that it's some sort of inventory but I dont know what the key thing is that the character seems to be carrying.  I'm also kind of unsure about the little border things you have going on for the menu in the top right, maybe it would be cool if they were solid but became like that and span around if the item was selected but again, im not really sure what that menu is.  Having the health on the bottom right kind of throws me off because health is traditionally on the top left, and I feel like you might want to put health and the ability that the player has selected close to each other so a lot of information can be obtained from looking in one place.  I don't know if points are an important aspect of the game or if its just a high-score sort of thing.  If they're not significant to gameplay you can get away with leaving them seperate from everything else and not taking up too much space near the top of the screen.

As far as pixel crits go, the protagonist seems sort of bland compared to the rest of the mockup, and I feel like breaking the white outline to draw the horns makes them seem kind of out of place.  You could probably throw another color into the bush right next to the player, and the lamp feels kind of static.  I don't know if it would be too much trouble to make the ground tiles sort of move around a little as if the lamp were flickering but I think that would be pretty cool.  I love how interesting your house looks, but it seems to me that the door is too big.  It stretches to the ceiling of the first floor and seems far too large for the alien.  I also don't really know what the white outline stuff of the house is supposed to be but it looks good and it definitely does not disturb anything.  I think the fence looks great but im not really sure what the bulb behind the fence near the house is, I'm assuming its some sort of miniature tree?

But again, great job working with just four colors, I would definitely play this game if it were made.

9
Pixel Art / Re: lock please, thanks
« on: July 09, 2009, 11:00:19 pm »
I don't think that you've offended anyone with anything that you've said, but it sort of seems to me like you aren't really absorbing the advice given to you.  I would say that there has been an improvement in the protagonist since the first rendition, but idk, personally I like the 3/4 face thing you had going on at the start.  Go with what you prefer though, thats just my preference.  I really think it would benefit if you ramped your colors, though.  I feel like it would soften your shading and make the overall sprite more pleasing to the eye.
In regards to the tank thing, you might want to ref some metal slug to see how they do their stuff.  In addition, ask yourself some questions about the use of the various parts: why do the laser beam cannons have to be on jointed arms? the way you have it right now it seems like theyre attached to the top of the arms and are immovable but the arms themselves can bend.  The chair is kind of hard to read and it might be more effective to make the glass more opaque.  He also doesn't have a control panel right now, i have no clue how the robot moves around.  im also kind of confused as to whether the robot is facing the player or the character because of the way the legs are positioned on it compared to the lasers and the evildoer inside. 

Oh, I just read the bit about how it's supposed to be a prototype: I guess that it kind of works then, but I think a better way to get the "prototype" feel across would be to make the weapons backfire occasionally rather than having a sort of messy design.

also, the way you're shading it right now, it doesn't really look metallic. You could probably look up some ref of metallic stuff.

My main concern right now with your stuff overall is the color.


10
Pixel Art / Re: [WIP] Serpent of sorts...
« on: July 03, 2009, 08:38:03 pm »
Man, everybody wants to get their hands on your serpent.  Gotta hand it to you, he's got some really interesting stuff going on.
Prepare for the least cohesive post ever written.

I didn't really want to post this because it seems really off to me but I don't want it to go to complete waste, so here's my edit (I have some banding issues going on and the shading isnt very clean but this was giving me lots of trouble):


To be honest I feel like my insecurities with this stem from not knowing where you want it to go.  It's a serpent of sorts but it has wings, so I don't know if you were going for dragon or not.  I didn't include wings because yours only had one and I didn't really know what was going on with it, and this felt more snakey to me.  Scale-wise, a lot of textures really depend on your use of color or shading, so that sort of ties into your thing with shading. I feel like you can get it to read as a serpent without scales, but I couldn't really get scales to work without it seeming messy.  You can make your work less flat by using darker darks and lighter lights, but I feel like color choice and lightness were already covered by someone else.

My big issue with your original drawing was that I didn't know what the pose was. Is the serpent leaping out of a coil? Is it just leering at its prey?  I just changed the pose to a half turn with dramatic lighting(man, my lighting is really horrible here).

My post is becoming as jumbled as my drawing process was with this, ill just try to cap things up: Pose? Function? Lighting!

Pages: [1] 2 3