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Messages - ceddo
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1
Pixel Art / Re: [C+C] Title screen
« on: September 07, 2011, 08:43:43 am »
Think about harmonious color combinations - it looks like you just added red on the knight's armor because you thought it would look cool, but it kind of clashes with the green of the grass. Also, I like how you've created the illusion of depth by creating the darkening shades of grass, but this ruins the focus of the piece. Where do you want the player to look?

The place with the highest contrast in the piece is the hilt of the sword, dark against the light of the sky. The place that grabs the secondmost attention is the darkest area of grass. Wouldn't you rather the most eye-catching place be the knight fighting the monster? There are many ways of doing this, such as increasing the contrast between that and its' background. Try reducing the number of colors you're using and find a harmonious color scheme as well, it would unify the piece and make it more appealing. Make the layers of grass less attention-grabbing, reduce their saturation, and try to make lines converge to the center of the piece to make it clear that the knight should be the focal point. The piece certainly has potential, I look forward to seeing your update! :)

2
Pixel Art / Re: Help with right walking animation
« on: September 06, 2011, 11:57:29 am »
It's tough to show gender in small sprites like these, but if you really want him to look like a guy, it's best to do so through clues in his costume. The entire sprite looks pretty muddy and blurred, you could really benefit from reducing the number of colors, adding more contrast and more saturation. Don't be afraid of making bold changes, making outlines clear and showing where elements separate is the key to readability!

Look up "hue shifting" on wikipedia to see how your color choice could improve.

3
Pixel Art / Re: Double faced/mouthed creature help/crit [WIP]
« on: September 04, 2011, 04:04:19 pm »
I think it's a good idea to start from scratch by using your current one as a reference. The mistake you made here was once you had completed the line art, you immediately zoomed in and went into extreme detail, creating the complex patterns. Most of the time I don't even create lineart because it predisposes you to thinking in a 2-dimensional way instead of a 3-dimensional way. Try again by blocking in the shapes with flat colors first and consciously thinking about the basic shapes of your character. Is the torso the general shape of a cube, and the head spherical? How would this look in space? Try to imagine how the shapes would arrange themselves in a real 3D space and how light would fall on them.

Once you've established the general shapes like that and blocked in the colors/lighting, going into more detail should be easier and you're less likely to make mistakes. :)

4
Pixel Art / Re: GameBoy Desert Tileset
« on: September 01, 2011, 12:06:12 pm »
Wonderful! I love the mood you've created. However, I was confused at first because I thought that the dark objects were paperthin walls with no depth. It took me a while to realize they were "cliffs". Easy way to solve this: get rid of the dark outline on the top of the cliff, that's what created the illusion that it was an object in itself. It also reduces the noise within the piece - you don't necessarily want dark outlines around everything, only the important stuff.

5
Pixel Art / Re: 8-Bit Zombie Action Game
« on: September 01, 2011, 12:01:36 pm »
My first thought when I saw the sprites was this: gorilla, zombie, blood. So I think you should definitely rework the readability of the player sprite. Are you working with any color restrictions? The poses also look a little wonky, are these idle sprites or frames of walking animations? Take advantage of the fact that the heads are the most important feature, and it is where the viewers' eye falls first. You could give the zombie some more character by adding an extra skintone or giving him more zombie-ish eyes rather than 2 plain dark dots.

6
Pixel Art / Re: [WIP] Random objects and guy walking, C+C
« on: September 01, 2011, 11:58:18 am »
Surprised no one's commented on this yet, it definitely deserves some attention! I love your character, he does indeed look bold and bouncy :) I'd consider increasing the contrast on him though, since he is the main character and he needs to stand out. At the moment, the most visible feature of the scene is the tree, which although beautiful (love the colors!) doesn't need to be that prominent.

Have you considered creating a background, to show depth, like mountains and such? The horizon here should be at eye level yet you don't have one, that's probably one of the factors making the scene look "fake". I agree with the grass, you could probably decrease the saturation on the earth. The grass seems too flat as well, it just looks like a green surface of whatever. Making individual blades and clumps of leaf-like shapes will convey the impression that it is grass as opposed to random green mush.

The hue shifting on the tree looks great, but it doesn't really translate anywhere else in the scene except the earth, which makes it look quite out of place. These kind of colors require very very specific conditions, and a bright sunny day is not one of these! Think more about how all the elements are interconnected: how would light act on such a day? is it worth making things look "cool" at the expense of realism? I like where this is headed though, I look forward to seeing more!

7
Pixel Art / Re: [WIP] Current Project: Beat 'em Up
« on: September 01, 2011, 11:21:37 am »
I like where this is headed! However, I think you could develop his character a little more, because right now he just looks like your average walking human-sized turtle. How about giving him some armor, boots? anything to give him some heroic/badass flair. You could give him an interesting armor-like plating to his shell, some leather straps, armbands... do some exploration.

As for the animations, I definitely think you could give him some more swagger in his walk. I imagine that since his legs are disproportionately small compared to the rest of his body, he has to rotate himself completely for each step - show his massive shell swinging left and right, give him some weight. You have a similar problem in the attack animations - you're trying to make the tween frames follow each other very smoothly, which does create a smooth animation but it doesn't portray energy buildup or weight very well. Think about the timing, when do you want the limbs moving slowly and faster?

For the attack animation, I would give a few more frames to the buildup and make him smash down in only 1-2 frames. For the fireball animation, he is very static. Play with the possibility of him recoiling while creating the fireball and surging forwards to release it. Good luck! :)

8
Pixel Art Feature Chest / Re: Minefields Project
« on: August 26, 2011, 01:35:41 pm »
Excellent advice Mathias, thank you very much. I've tried to apply most of what you said. One of the issues I'm working on at the moment is that the level buttons don't look "button"-ey enough. I've moved the backgrounds around so they're less noisy. I don't really want to add the orange borders again, it makes them look messy again.. also, without borders the black areas for the names of the levels form a thick black line and there's no way to contain the viewer's eye. :'(



Edit: here's a video demo of the way the interface will work. http://video.gammosaur.com/NewLevelSelection.mov

9
Pixel Art Feature Chest / Re: Minefields Project
« on: August 25, 2011, 10:27:55 pm »
Update for the level selection interface... it's alright but I find it too busy, can't figure out how to simplify or make it sleeker.


10
Pixel Art Feature Chest / Re: Minefields Project
« on: August 22, 2011, 07:50:16 pm »
@Coffee: Thanks for the kind words! I'm also quite glad with how the font and interface turned out. Sorry for not clarifying, the window of in which you see the ship in the shopping menu will simply be an animated demonstration of the upgrade - no gameplay here. The interface shows up between levels so you can upgrade your ship. When you're actually playing the game, it's full screen :)

We don't have any plans to release it for Android yet as we're just focused on getting the iPhone version out for the moment.

Cheers!

Edit: one more update tonight, I'm working on the online level browser.


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