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Topics - Tetiro
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Pixel Art / [C + C][Game Sprites] Bigger Sprites
« on: September 10, 2014, 12:38:49 pm »
Hey everyone!

While I work on Legena, I also do smaller projects. And for my next 2 smaller projects (and one almost finished project), I need bigger sprites. You see, I am only good at spriting in small details. The moment I go bigger, the graphics tend to look bad. I want to fix that. So I want you guys to rip apart my game sprite I just conjured up to find out what is going wrong.

I am looking for as much criticism to improve my work so I can get these projects in full swing (A Fighter game and a Isometric game. Both of which need smooth graphics). Now I am not looking for perfect. But better than what I can currently sprite.

I have also noticed the following so any help curing these problems would be helpful.
  • I can never get skin colour right
  • Shading and Highlights on clothes always look...strange
  • I feel odd with the arms and legs

Pixel Art / 16-Bit JRPGs: Which looks better?
« on: July 08, 2014, 11:59:10 am »
Hey guys,

I've been trying to replicate the sprite style for the JRPGs from the 16-bit and I now have 3 styles. But I can't decide which one. I need to turn to you for the style. Which looks better? A, B or C?

A & B: Current style. The style has all sprites/tiles done in 16x16
C: A new style. It would be done with sprites/tiles done in 16x32 (16x20 for characters)

And when you pick your choice, if you have any suggestions to fixing the style, let me know!

General Discussion / Tutorials/Tips : Isometric Sprites?
« on: June 24, 2014, 05:26:25 pm »
Hey guys,

I've finally fixed my isometric game engine and I fancy doing a proof-of-concept project to really show it off!

One problem. I am so used to top-down and styles I call the zelda-dimensions that isometric is just too out of the world for me!

So I thought to turn to you guys again. You have never steered me wrong. Could someone teach me how to sprite isometric? I'm not worried about the buildings. It's the people and walking animations I need to learn.

Pixel Art / Need Drastic Help with my Black Fading Sprites
« on: March 27, 2014, 08:46:15 am »
Hey guys, I really need your help.

For my game I sprited some black fading sprites so that the game areas would fade to black so that the border looks better in the areas.

But in all honesty they suck. They drastically need improvement. But I can't get it right. Every method of fading with pixels I know has failed. I am lost as to how I can improve them to a sense of quality.

Can anyone help me improve them? I don't know what to do.

General Discussion / Tutorials on Animating Flags?
« on: February 20, 2014, 07:46:33 pm »
Hey guys,

I don't normally post here as most answers can be found by a good Google session. However this time I have had very little luck.

I love pixel art and I wanted to do a game in pixel art and one of the things I need to sprite are flags. I can sprite still flags very easily but it is once I need to animate I fall flat on my face and get dirt in my eyes.

So I thought I would ask here as this community has never steered me wrong. Has anyone got any good tutorials on animation flags for pixel art?

General Discussion / Lackluster Shading/Highlighting?
« on: January 08, 2014, 01:16:21 pm »
Hi guys,

For the last year, my pixel art abilities have vastly excelled. But there has been one problem. Shading. I know of the techniques like pillow shading, spotted and all sorts.

But when it comes to the colours, it can sometimes lack a good feel. Take my current project. It's using a custom 9-bit palette (the RGB increases/decreases by values of 32). So naturally I decrease the values by multiples of 32. This does work on some of the colours but for some of them it doesn't look right.

So I thought I'd come and ask your advice. How do you approach picking colours for shading? Do you decrease the rgb? Decrease the hue?

I'd really appreciate it as this has always been a problem for me so I'd really like to nip this problem in the butt.

Pixel Art / Criticize my Style
« on: August 26, 2013, 02:52:57 pm »
Come one and all! It's time to let your complaining sides out! And in the good way because I need you help.

I have been away from here for a long time because of university and work. But more important, I'm working on a BRPG series (British Role Playing Game. It's a joke on the whole JRPG and WRPG...)

And the sad truth of RPGs and most games is that people want something pretty. Now I have produced a style which looks nice. But I want it to look so good that people are shouting "Shut up and take my money!".

Unlike my previous work, the rules of the graphic style aren't limited. But the colours are limited to the palette shown in the image below.
Now the criticism I want is only on the shading, highlights, etc etc. Not the shape and size of the sprite as that is something I have come to realize I'll get better over time with. It's more the prettiness of the graphics I'm looking at today and not the shape :)

I hope you guys can help me improve my skills! I am open ears to all feedback! (There's only one sprite shown as it gives the idea of the graphic style for the whole game)

This may be difficult to explain but here goes. There are a range of games whenever two humans talk between one another, two images appear on the screen to illustrate they are talking. A great example of these images are the characters from the Professor Layton series

Link a Professor Layton page on Spriters Resource. Look at the characters

You also found in some cases, their headshots are used to illustrate them. A good example of this is Final Fantasy 4,5 and 6.

I think the concept of what I wish to learn has been explained. So anyway, I don't suppose anyone has any useful tutorials for being able to sprite still frames of characters?

I'd really appreciate some help with this as I have a game idea which would need these type of sprites.

I definitely claim no credit to the images used in this topic. Kind of a given that I'm requesting for tutorials to be able to sprite them lol

General Discussion / [Discussion] Cancelling out transparency overlays?
« on: November 03, 2011, 04:25:02 pm »
Today's discussion is a good one. Let's start with an example. In this example, the overlay is a black with h,s,v of 40,40,40 and is 50% transparent.

Now, imagine you're playing a game. And you go into a dark-ish cavern. The whole screen gets a overlay of this colour. Now suppose you walk near to a light. The area around this light would need to have the overlay Cancelled Out.

My discussion is this. What would you think is the best idea for this? I thought about applying on the areas affected to be cancelled the colour that is opposite of the current overlay. In this scenario, a colour white with a h,s,v of 215,215,215 and is 50% transparent.

I'd like a good discussion please. I'm curious how you graphic artists would go about this.

General Discussion / Making a retro palette?
« on: October 19, 2011, 04:44:08 pm »
Today I started thinking how the 8 bit era was the best and so I fancy making my own retro palette. However I have no idea how to go about it.

It's not something you can exactly find on the net with ease. I'm not requesting a palette but more asking for advice on making my own palette. (I'm thinking of the third generation consoles when I say retro if it helps)

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