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Messages - cels
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1
Pixel Art / Re: [WIP] Need Help Improving this Landscape
« on: July 02, 2021, 06:34:44 am »
I don't have time to offer CC right now, but let me just say this looks great. Also, everyone hangs out on Discord. Go to PJ, click the Community button and then Discord. There's a bunch of different Discord servers, for PJ, for LoSpec and many others. LoSpec also has a forum if you're not about that modern life.

Sorry that I can't be of more help right now but this should make it easier to get help from others.

2
Pixel Art / Re: Barbarian sprite with NES specs [WIP][C+C]
« on: June 19, 2021, 05:36:02 pm »
Cool! I consider all the changes to be improvements. The princess went from Khaleesi to Ripley 8 (kidding) and I like what you did with the shield and the shadows.This is nitpicking but I would probably try to make sure that the distance from the ground to the crotch is similar for the shield guy as for other characters. Otherwise, it seems like his hips are too low and the proportions are off, at least to my eye. Take with pinch of salt.

3
Pixel Art / Re: Barbarian sprite with NES specs [WIP][C+C]
« on: June 13, 2021, 06:44:49 am »
The enemies all look great, very characterful. I can't be of much help here, unfortunately:

- Do you plan to have different light sources for different characters? It's reversed on the enemies, who will usually be facing the opposite way, right? I guess you can't afford to have different light sources depending on which way they're facing.

- The anatomy of the guys with swords and maces on the bottom is a bit strange to me. I guess they're not human? One of them has that Cyberdemon goat leg thing going on. But even if they're non-human, I wonder about the anatomy of that goat leg.

- I guess you don't want any characters to be totally side-facing, but more like a three quarter portrait. But for the wolf, I wonder if that will be difficult to pull off. I do feel like your version has a bit of a problem with readability but maybe it's not an issue. Maybe it's better for the viewer to get a sense of a snarling wolf and then interpret the pixels on their own. I'm undecided.

- Liking the ghostly types with robes and helmets. Quite jacksonesque!

- The shields are super challenging. On the one hand, I feel like yours look like they're facing the viewer too much, rather than their attacker. It feels like we're almost seeing them full on. On the other hand, I really struggled to show their shape if they're angled more away from the viewer. And on top of that, there's the issue of shadow, since they'd probably be casting strong shadows on the body behind them. Tricky stuff.

- The love interest is well pixelled but I would try to de-khaleesify her a bit unless you're adding dragons to her shoulders.  :)


4
Pixel Art / Re: Some characters
« on: May 25, 2021, 06:52:13 pm »
Oh yeah! I kept trying to make the pectoral armor more 3D and it just ended up as a spherical manboob. Of course it needs to slant a little. Just another reminder that I need to spend more time on anatomy studies. Great edit! Now he looks more like a proper historical dragon-riding Spartan viking from Siberia.



I think I'm pretty happy with these 11, unless there are some glaring mistakes.



Now I just need to add detail and correct mistakes on my babooshka, the dancing cowherd girl, the spear dude and the two-eyed Odin Claus.

5
Pixel Art / Re: Some characters
« on: May 25, 2021, 11:46:14 am »
Thanks for the edits!

- Since you asked about historical context, this is a fantasy universe and the current set of characters are the equivalent of Kievan Rus + Normans who were formerly invaded by the equivalent of Greek / Ottomans. So there's some eastern European and some Norse inspiration, obviously, and also onion-shaped hats and towers. However, no Mongols, no Cumans and no Lamellar armour.
- Since it is a fantasy universe, I'm not necessarily trying to recreate 1:1 the evolution of plate armor or anything like that. But since the barbute was supposedly inspired by ancient Romans and Greeks, I thought it would be cool to have a knightly order who took that a step further and really tried to imitate their ancient Greek / Ottoman invaders. Hence the Barbute / Corinthian helmet and the muscular chest plate. I've tried to find more references of renaissance armor imitating Greek and Roman armor, but I didn't find very much (only this). It's ok, it's fantasy.  :)
- Blue steel plate armor with a barbute and Greek / Roman chestplate. Maybe a bit anachronistic. But then again, this is a universe with dragons and I think dragons disappeared sometime around the 12th century.
- Good idea to extend the sword arm. I also made it bigger (Thundercats hooo)
- Good idea to have a cape. I wasn't sure if I wanted one but now that is settled. Goes well with the viking culture without going full horned helmet.
- Fair point about the spear, I guess it would be pretty unwieldy to hold it so close to the spearhead anyway, except right before throwing it. However, I'm still a bit undecided. Although my version was less realistic and more defensive, it did reinforce the dynamic of him leaning back as he's under attack. On the other hand, I wanted these guys to look like attacking conquerors. Bah, I'm taking this too seriously. Let's be honest: I'm not sure Netflix is even going to call me.


6
Pixel Art / Re: Lizardman - please critique
« on: May 24, 2021, 11:42:06 pm »
Amazing improvement.

Nobody has said anything about this but the lighting on the farthest foot looks a bit weird to me. Am I seeing this wrong? Maybe I'm just confused about the geometry.


7
Pixel Art / Re: Some characters
« on: May 24, 2021, 01:24:09 am »
That is glorious and exactly what I needed!  :y:

To be continued.

EDIT:

I did like the look of the helmet tilted back, but it didn't feel quite right for what I'm trying to do here. Uh, and I need to fix that banding.


8
Pixel Art / Re: Barbarian sprite with NES specs [WIP][C+C]
« on: May 24, 2021, 12:29:05 am »
In my opinion, this animation lacks the fluidity, energy and realism of your other animations.

Obviously this comes down to preference and what kind of gameplay you have in mind, but I think I would do one of two things.

A: If the point is to make the character move underneath objects or incoming attacks while moving forward, I would do a slide instead of a roll. Yeah, it's kind of Titanfall / Mirror's Edge and was super cool 10 years ago, but I just think it's more fun and dynamic. Crouching down and then rolling in a tight ball on the ground like a kid at gymnastics class or like a slow Sonic the Hedgehog would not be my first choice. You can do a sprint straight into a slide and get some really good 'flow' for the player. Something like this:
https://www.youtube.com/watch?v=O9_17IULPlw&t=234s&ab_channel=SuperDukes666SuperDukes666

B: If you can afford the tiles and you want a more realistic and dynamic roll, I would do something like Unworthy (EXAMPLE) or like a judo forward roll (LINK), where the character isn't first crouching down and then tucked into a tiny 8x8 cannonball, but rather hurtling forward in a huge arc, rolling over his shoulders while legs are relaxed and slightly extended, instead of tucking the knees under his chin. Looks more appealing and feels better in terms of gameplay, I think.

Sorry if my feedback comes across as unhelpful or harsh, I guess this is a pet peeve I didn't realize I had. Crouching and rolling in 80's games. But at least you're not doing the crouching bunny hops of Prince of Persia. God help you if you do that.  :yell:

PS: I'm not doing an edit because I'm a bit pressed for time and it may be pointless if your reaction is simply: "Yeah, no, I prefer the way I envisioned it". Which is entirely your prerogative, needless to say.  :)

9
Pixel Art / Re: Some characters
« on: May 23, 2021, 06:32:49 pm »
Thanks, guys! Super super helpful! I've tried to find a good compromise between your edits, my idea and the reference.


@fskn: You may be right about adding too much detail vs using larger clusters. I notice I'm gradually adding more and more detail, especially if my reference is fairly detailed. I don't think the grey on the bottom skirt works that well, at least not on my screen. Could be a calibration issue. Other than that, there's a lot of great changes in your edit. Btw, I totally forgot to fix the head of my queen before, which I've come back and done now. Totally slipped my mind.

@SeDiceBisonte: Well, I'm only coming up with some of these character designs. The rest I'm just copying from the internet and maybe changing a few colors. But that's ok - at this stage I need references in order to learn :-[

Good idea to google Bavarian dress! I should have included my reference, you can find it HERE. It might explain some of my weird choices and possibly reveal my mistakes. I'm not sure that I've captured her leg position correctly.

You made a lot of great changes and as you can see below, I tried to incorporate several of them. Cheers!

I can't quite figure out how to make the gesture of the 'berzerker' with axe and sword look more powerful and determined, rather than agile and sneaky. I'm trying to do THIS and not getting it right. Partially perspective, but there's probably something else that I'm missing.


10
Pixel Art / Re: Lizardman - please critique
« on: May 23, 2021, 02:55:02 pm »
Some examples you may find helpful, if you're not already familiar with them.

https://pixeljoint.com/p/61711.htm




http://pixeljoint.com/pixelart/130816.htm
http://pixeljoint.com/pixelart/139814.htm

It's possible to use the some of the same colours for near and distant limbs and/or keep a very restricted palette.

I'll leave it to the others (like SeinRuhe) to explain it, I just like to imitate other people.  :-[

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