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Messages - Alais
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1
Pixel Art / Re: [WIP] Cow sprite and grass
« on: May 18, 2011, 10:03:45 pm »
Thanks for the feedback!

I've added the walk cycle to the OP, I'll put it here too:


I know it's not finished yet, but I'd like some direction for fixing it up.

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Pixel Art / [WIP] Cow sprite and grass
« on: May 18, 2011, 06:25:36 pm »
This cow and the grass it stands on are for a game I am working on.

Here's the standing frame:


Walk cycle:


I am very new to animating walks! I think the legs look a bit stiff, but I am trying to go with the "cute round chubby" look, so I don't want to make the movement of the legs too complex. Overall I think it's ok, but I need help making it look smoother, and more believable.

And the grass:


I realise the grass has 5 shades, 2 of which are very similar, but it loses depth when they are combined. Contrast is probably too high for a floor tile as well, but my efforts at fixing that have failed. I find making grass really quite frustrating at times.

Any suggestions and critique would be very much appreciated!

3
Pixel Art / Re: Pikachu emoticons
« on: March 31, 2010, 05:03:33 pm »
Thanks ^^

They're for Simple Machines Forum, but I haven't actually checked which emoticons they have, as I generally hate the standard emoticons you get in most forums. The reason I have so many similar ones is to get an idea of which people prefer, I don't intend to use all of them! The 9 I have are by no means a complete set. I'm really very new to pixel art, only been doing it for maybe 6 months, so I wanted to see if it was worth me finishing and polising this idea :) I haven't yet edited the shadow, but I will get onto that asap. I will also see about animation, but that's always hard!

Thanks again for your help!

4
Pixel Art / Re: [WIP] Isometric Fountain
« on: March 26, 2010, 01:42:01 pm »
Hi,

Firstly, I like the style! It feels clean and minimalist, like it belongs in a courtyard surrounded by greek columns or something.

Just a few things, which are shown in the picture below:

- ndchristie is right, the perspective is a bit off. Aside from the 2:1 ratio that has been described, you can judge whether something is the right proportion by measuring the distance from the corners of the floor to the sides of the fountain. These distances should all be equal, and you have a convenient pattern of tiles which shows this nicely. I have added some rulers to show it.
- The fountain itself is an odd number of pixels wide, this means that it can't be properly centred on a canvas that is an even number of pixels wide. This is most obvious when you look at the centreline, which I have highlighted in white, but you will have to zoom to clearly see what I mean.
- The centres of the circles are not all on one axis. The circles on one plane (e.g. the floor, shown in red) should have the same centre.
- (very minor) There are a few stray pixels hanging around on the outside, shown with arrows.

If you construct your outlines starting with the floor, then moving upwards, it is much easier.


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Pixel Art / Pikachu emoticons
« on: March 26, 2010, 12:08:14 pm »
Hello again,

I'm making a set of emoticons with pikachu's face :)

See what you think:


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Pixel Art / Re: Variety of game tiles for Pokemon fan-game
« on: March 22, 2010, 03:57:59 am »
Apologies for double posting, I have some new art:



It's from the same game, and I do realise it's much more realistic than might be expected from a pokemon game, but the it's the style I am pursuing.

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Pixel Art / Re: Variety of game tiles for Pokemon fan-game
« on: March 13, 2010, 09:23:26 pm »
Thanks for the feedback!

The sprites aren't all that bad, actually. However, the tiles do not really mach up with the game. They are very blended and have very little contrast; besides that, they lack the stylism of the rest of the game.

Which tiles are you referring to? I mentioned there was some photoshop cheating on the dirt edges and grass shadows/highlights, but that will be fixed when I get the time to do it properly.

Furthermore, the grass shore tiles have a way too abrupt transition, clashing with the smoothness of the tiles. Though no element is too bad by itself, they lack many unifying characteristics, and make it hard to no where you're going with the look and feel of the game.

I agree about the shore. The idea was to keep the transition in the thin strip which the player does not walk on, but I think I will extend it across the whole land-side of the tile. I am thinking of adding diagonals, to smooth the shoreline, just trying to figure out the smallest tileset size that I could achieve this in. The reason the elements are ok by themselves and not so great together is because they were made separately. Honestly, I don't know what the exact style I want is, and it's hurting the unity of the thing. I have no choice but to dive in head first as it were, and hope that I can make it work as I go along.

Your grass and sand tiles seem to be NPA, but I'll assume that you just want critique on the pixel art parts.

The only NPA element is the blending, which is shameless cheating. The basic blend-less tiles were drawn pixel-by pixel and have a low colour count. I plan to mask out the areas where there is blending and, remove the blending layer, and replace each colour with a lighter/darker tone.

I don't like the characters (brandon?)  face. It might be whole whole sprite though. It looks like a mix between detailed and chibi, and it's not working out. I would pick one and stick with it.

The player sprite was a rush job, I'm not actually the player spriter, but it was better than using an upscale from the official games. I don't think he looks too bad, but his face is a little fat.

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Pixel Art / Variety of game tiles for Pokemon fan-game
« on: March 10, 2010, 08:19:17 pm »
Alright! Firstly, I am the vector sprite and pixel tile artist for a pokemon mmo fan-game, Pokemon Universe. I am currently working on this alone, as it isn't easy finding artists, but the game has a decent sized team of around a dozen. There is a job thread on this site if you are interested. This game is my first experience of pixel art, and it's been a bit of a steep learning curve with really not very much feedback (particularly from other pixel artists), so I'd very much appreciate any advice.

Below are a couple of screenshots to give you a feel for what I have so far. I'm looking for general comments as well as specific points on any of the items. Let me know if I should post individual elements separately as tilesets. Apologies for large pictures.





I am aware of the obvious errors, such as misalignment of boards on a house roof and misplaced house tiles; some blending errors on the short/long grass interface; missing character shadows; variable shadow colour, angle and lightness (particularly bad for trees). There is also some cheating with the light/shadow on the long grass and dirt, using a soft brush which has added many many colours. All of this, and some of the points mentioned below could be (and arguably should have been) fixed before posting here, but I have been working on this for four months now, unfortunately it will take a great deal longer to make everything perfect.

Here is a list of my notes:

  • The water will probably be completely changed to a system with "real" depth, i.e. a semi-transparent overlay on top of cliff-type drops in elevation.
  • The shore tiles look more at home in a muddly jungle, so please try to think of them in that context. I will be making something more suitable for grassy areas.
  • The rocky ledges don't feel as though they are standing vertical from the ground, perhaps more shadow and the base, with grass growing up around it would help. In fact, the bases of all objects need better interaction with the ground.
  • I think there is something wrong with the rock, perhaps perspective, it also looks like it's made out of clay.
  • I have not kept careful track of colour count, and I am certain there are many "stray" colours that could be tidied, but I don't have time to clean it up at the moment. The game is not colour-limited, so it's not a huge issue, but of course pixel art looks much better when it's kept clean. I will fix it eventually.
  • I really don't know a lot about colour palettes, so I think maybe it's a bit confused colourwise.

This is probably a real pain to comment on, as there is so much there! Any advice, even if it's small and only relating to one part, would be greatly appreciated.

Alais

Update:


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