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Messages - terminal_arcade
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1
Pixel Art / Re: Windmill- animated
« on: July 17, 2007, 03:47:03 am »
The blades change shape and, especially, length. The illusion of 18 frames (for a full circle) can only really work if the blades have a consistent appearance. In addition, the lighting is inconsistent, though it's hard to pick out. Sort of like when the bass in a band is out of tune, something sounds wrong but it's hard to tell what. Similarly, the lighting problems are indiscernible without watching the frames closely, but give a feeling that something doesn't make sense (on top of the other inconsistencies).

2
Archived Activities / Re: Smile 2007 - The Voting
« on: June 10, 2007, 06:22:01 am »
Some very good smilies, and tough decisions as a result. I'm interested to see how it turns out, and I'm sure we'll get a great result no matter whose get picked.

One thing I really wanted to point out is that as I'm writing this, Perciv@l's 2 entries, with and without outlines, have 30 votes together compared to junkboy (1)'s 29 votes. Perciv@l's 2 entries have split the vote. Now I didn't personally vote for Perciv@l even though I like the design quite a bit, but I feel that it's a shame that the vote was split like that. Clearly a large percentage of the voters like Perciv@l's idea one way or another. I'm not saying anything could/should be done to remedy the split vote, just that it should be noted.

3
Pixel Art / Re: MineSweeper Game Sprites - Help & Suggestions - [WIP]
« on: June 02, 2007, 07:43:46 pm »
It seems to me that the solution to increasing the numbers' readability is simply using colours that contrast each other in hue rather than sit adjacent on a ramp.

For example, in the Windows version of Minesweeper on my computer, 1=blue, 2=green, 3=red, 4=indigo, 5=burgundy, 6=blue-green...

In the average game, 1 is the most common, with 2 and 3 making up the majority of the rest of the numbers on the screen. Shouldn't these three numbers have hues that are the farthest distance apart for readability purposes? Rarely seeing a 5 or 6, and almost never a 7 or 8, the "ramp" theme, though in theory unifying, might not be nearly as apparent to players as you'd like. The saturation increase was a step in the right direction, but doesn't remedy the readability problem, because at a glance, 1 and 2 simply need to look quite different.

4
Archived Activities / Re: Smile 2007 - Part 1
« on: June 01, 2007, 03:58:42 am »


this is my favourite so far, or junkboy's original.
I strongly agree, either of these two. They're very clean, and have enough space to portray more subtle emotions, as well as contain bigger animations.
(The animation on monsoon's here is virtually undetectable at 1x zoom though.)

5
Pixel Art / Re: kakiku 's dump
« on: May 04, 2007, 05:25:25 am »
It's a little awkward to wait for the words to scroll by to read them, since you can only see them clearly when they're on the far left. I would suggest shortening it to "SELECT HERO" or even "HERO SELECT." Another solution entirely would be to raise the arrows to just above the blue region, although this compromises another design element. Anything short of a larger rearrangement seems like a compromise, so maybe this is too nitpicky a detail.

Bon début. :)

6
Pixel Art / Re: [wip] Robot Sprite in progress
« on: May 03, 2007, 03:49:29 am »
Whoa, long time between posts. So many tests at school this time of year.


Feedback appreciated.

7
Pixel Art / Re: Fat dragon pixel!
« on: April 27, 2007, 02:32:51 am »
I instantly assumed it was. Looks cute to me. I think it reads adequately well, but would read even better once the lower lip is shaded.

8
Pixel Art / Re: [WIP] At It Again, Sprites
« on: April 27, 2007, 02:21:49 am »
Between these two, I just see dithering added, and lower saturation in the second. Honestly, you really do need to add significantly more contrast. This means the difference between the lightest values and the darkest values. Make this difference greater, and not only will the sprite come out less fuzzy and undefined, but the lighting will also be more apparent and make more sense, as well as the dithering being of much more use, as currently the lightness of the colours are very close.

9
Pixel Art / Re: [WIP] Small dragon. Help me choose.
« on: April 25, 2007, 11:21:42 pm »
I definitely like 10 the best. The others' heads don't really convey the sharp, slick qualities I'd expect from a dragon. 8 is good too. I think the wings on these two are very good, and are necessary to make it really 'feel' like a dragon.

10
Pixel Art / Re: New art, new avatar.
« on: April 25, 2007, 08:42:38 am »
Wolfenstein... wow, that brings me back.
I really like the look, except the eyes look like either a bug's eyes or a kid's eyes. Very shiny and black. That stands out to me.

I love the tongue/spit on the first one, and the hair on the side of the head is subtle and adds to it.

And I had to mention: your post count caught up with the year! Precisely 2007!

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