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Messages - Chis
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1
Pixel Art / Re: Character sprite, trying to imitate my own style
« on: November 04, 2012, 08:04:30 pm »
Thanks guys! And sorry, I meant that it doesn't look busy now but when I try to make it more like the concept art it does. -edits-
And thanks for the edit ErekT! I see that I need to fix her wing guard  :crazy: I think I will keep the shading on the skin though, to stay consistent with the lighting.

2
Pixel Art / Character sprite, trying to imitate my own style
« on: November 04, 2012, 06:55:23 pm »
Hey guys! I am makin gaem. The problem is, I drew my concept art in a specific art style and I'm having a hard time getting my sprites to match. The game is on a hexagonal semi-topdown grid.





And a clearer version of her outfit

3
Pixel Art / Re: Tactical RPG sprites
« on: May 28, 2012, 05:07:18 pm »
The girl's hair was the reason I originally had 4 poses. After much consideration though, I think I'm going to forget about keeping the symmetry so I can get as much done as possible. I'm even considering making it iso to whittle down the poses to 2  :crazy:

Do you guys prefer playing tactical rpgs on a square or iso grid? I want to make a decision now when it's still early.

And an updated run cycle if I'm going to use it:

I was trying to foreshorten the girl bending forward while she runs, but it just looked like she was short. I tried narrowing her waist - does it look better?
I forgot to mention that she'll be carrying a weapon in her hand, which was the wrong hand in the first sprite  ::) now it's in her right hand, which is why it doesn't move as much.

4
Pixel Art / Re: Little help for a newbie
« on: May 24, 2012, 05:34:34 pm »
Hmm, I think you unintentionally used a bajillion colors. The sprites have alot of almost identical shades that could be combined. How are you doing your pixelling?
The robotic hand feels flat - try looking at real hands and shading with regards to the lightsource. Even if it's a cartoon hand, it should have more volume.
Voodoo boss looks good, but his arm is too straight maybe? Watch out for banding on the shirt.

5
Pixel Art / Re: Tactical RPG sprites
« on: May 24, 2012, 04:54:11 pm »
That's a good idea, thanks! I was getting hung up in the asymmetry and then I realized it really doesn't matter.
It seems black outlines are taboo here, so I'm glad I have an ok from someone  :P

Update:


Also, run cycle:


I need to make her arms actually look like arms.

6
Pixel Art / Tactical RPG sprites
« on: May 23, 2012, 10:31:21 pm »
Let's see if I can actually finish this one  :crazy:



The first three main characters will have unique sprites. The others will probably get different hairs and generic class outfits. They're 32x32 so I can animate them quickly, but I'm open to different sizes.
Feedback and suggestions would be super awesome!
Oh, and question - how would you feel about a half top-down, half side grid? Like this, but isometric?

7
Pixel Art / Re: [WIP] Crow Sprite Animation
« on: January 29, 2011, 05:26:19 am »
They are better, but the rhythm is still off. As the bird's wings push down, his body should rise, and as his wings come up his body should likewise fall a little, but your new updates have this reversed. Your original nailed this though, so I think it's still the best one. You should just work on smoothing that one out while preserving the motion imo.

8
Pixel Art / Re: Old sprites fixed
« on: January 16, 2011, 07:09:27 pm »
I get the feeling that you place too much emphasis on outlines versus shading. Also, some areas seem to be shaded in isolation - for example, the girl with the wings. Her ponytail comes out behind her back, but why is it equally as bright as the top of her head? And the man with polka dot vest; why do his pants have a stronger highlight than his hat? Next time, when you start a pixel piece, blob in the structure as a whole and which parts will receive the most light. Or try doing a grayscale version first so the colors don't get in the way. Don't feel the need to shade every area the same way. Some areas simply won't have highlights, and that's okay. Some areas will have sharper changes in light than others.
Aside from that, I love your character designs :D esp the guy in the lower left, he looks badass.

I think EvilEye was referring to this

9
Archived Activities / Re: Secret Santa 2010
« on: December 24, 2010, 04:38:30 pm »
Awmahgawd thanks so so much Sherman Gill :P The style reminds me of sumi-e and the composition's wonderfully enigmatic and you covered like everything I listed! Brownie points for getting my avatar in there <3

Merry Christmas, everyone! ;D

10
Pixel Art / Re: pretagonist for a platformer
« on: December 21, 2010, 02:54:45 pm »
The old arms were better; you just needed to deexaggerate them. Now he looks like he's punching the air.
If it helps, go outside and actually run a block yourself. Observe the way your arms move in relation to your legs. If you're casually jogging, your arms shouldn't rise above your head or even straighten the way your sprite is running, unless you're doing a gymnastics exercise  :o
Also, I liked that little swing his bag had in the original version, although it looks pretty lightweight so it could fly further out behind him as well.

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