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Messages - Yuri
Pages: [1] 2

1
Pixel Art / Re: [WIP][Small] Submarine
« on: July 20, 2011, 08:29:28 pm »
Indeed there's no issue with the palette, you could use a png cleaner utility to tidy up the palette compression for production but at this point it isn't useful.
The drops behind the sub are way too high, it would make more sense to make white bubbles about 2-3 pixels underwater.
The sub hull shape is pretty good but why is there 2 conning towers?
About the clouds, try to make the color fade in more with the sky (less white).

2
Pixel Art / Re: [C+C] Robo tactics tileset + sprites
« on: July 03, 2011, 09:59:08 pm »
The robots look like alien critters, isn't it? Not a bad thing, though.

3
Hi Fickludd, I've also been doing a flash game lately. I'm a bit surprised you mention making a sprite drawing is faster than a vector. So far, I've found it's quite time consuming, especially the backgrounds. What I found really great about the sprites is the efficiency of blitting, I'm blitting the whole scene every frame and it's rock solid. Not a single movie clip in the project, 100% as3 code.

4
hey haowan, just wanted to say the voice acting in COD is incredible  :D

5
Pixel Art / Re: Crit Blossom Tales Sprites : Giant Golem Boss Battle
« on: July 02, 2011, 01:11:12 am »
Considering this is an XBLIG release, the graphics in-game aren't as important as the preview material and I think you've made good choice on setting priorities.  Video, title screen and game cover pic looks fine to me. The still screenshots aren't as good as the animation with overlaid photoshop/particle effects. Overall the style is homogen which is a highpoint but I also think there's room for improvement in the graphics department that wouldn't require too much reworking, especially color palette tweak. Toning down the bright pinks, yellow, purple and green would make the scenes more harmonious to me.

6
Pixel Art / Re: Axe
« on: June 29, 2011, 04:17:43 pm »
I mean the highlight would help emphasize that the blade is sharper if it wasn't perpendicular.


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Pixel Art / Re: Axe
« on: June 28, 2011, 05:42:40 pm »
The vertical highlights that goes from top to bottom on the side of the blades do not reflect sharpness of the blade. It looks like at the base the blade isn't sharpened, a bit like the side of a guitar. I think making them go diagonals or horizontal would improve readability.


8
Pixel Art Feature Chest / Re: Game in progress, Update
« on: June 27, 2011, 10:54:02 pm »
The characters overlayed on the Hud looks great but their cropping seems rushed.

Quick edit :

9
Pixel Art / Re: [WIP] [C&C] Turn-Based Strategy Mockup
« on: June 26, 2011, 09:27:44 pm »
I miss the original water tiles, the animation was really cool. Maybe you can bring them back and adjust the colors?

10
Pixel Art / Re: [C+C] WWII sprites for flash game
« on: June 26, 2011, 07:50:39 pm »
Thanks for constructive feedback on the background, unlike the sprites it's still major work in progress. The pic is actually from in game (not mock-up), there's some animation going on (goose, butterfly, flags, bat). The flags were bugging me but I didn't quite knew why, definitely will remove that black outline :y:

I also had feeling Gargoyle is out of place, maybe I'll remove it. The concept is that the player side is all cutey and flowery and when you scroll right you discover the enemy side is macabre/sinister hence the geese on the left side.

The major problem as you've picked up is that the game is in oblique perspective while the tileset is in top down perspective. There's no extensive free tile-set in oblique perspective so I'll probably stick to this one because it enables me to work faster.

So far I've found a few ways to coerce the perspective and try to match aesthetic but it's not perfect.
- add an oblique shadow to the objects
- skew the sprite and fill in missing parts
- replace dithering with shading (not done yet)

example before :


after :

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