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Messages - kinoko
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Pixel Art / Re: Tiny Portal
« on: April 19, 2012, 12:32:11 am »
I like it a lot! Great colours and shape :)

I think a couple of things that might take it to the next level would be
  • A couple more frames in the animation, to get the spin really fluid. That fits more with the idea of a magic portal to me.
  • A little more anti-aliasing to complement the smooth spinning.

Ohhhh Rydin thanks so much! You're so 100% right about how I do that. Thanks, I'll have a play once I get home and post what I come up with :)


Do you think I'm kind of getting the idea?

I just get completely lost in dealing with things like the belt if I'm supposed to be "ignoring" the outlines. And the edges of the cape etc. Do you know what I mean?

I finally have a graphics program back on my computer and I'm super eager to improve. This guy took me all. Day. Yep, I'm rusty. But this is the first thing I've made that I feel happy enough about to ask for c&c on, so here goes!

Below were the things I was mainly focusing on improving/using with this pixel so critique with regards to those point would be particularly appreciated. But of course any other areas are more than welcome too!!
  • This is my first experimentation with moving towards coloured (sort-of-anti-aliased) outlines.
  • And I'm trying REALLY hard to use 3D-er shading.
  • Also experimenting with shading palette- moving away from just brightening or darkening the foundation colour to altering the hue and saturation as well- with the aim of creating more interesting and authentic looking pixels.
  • I've also added a tiny bit of dithering... just exploring trying to give the illusion of a bit of texture. I don't think I'm very good at it... haha! As you can see, there was more... but I disliked it. Somehow it seemed to make my viking look MORE 2D, haha!

The process:
Original 1st 2nd. 3rd.
1st: So I tried taking away some of the internal outlines... I don't think I did it right :P Help?
I also made the pecs and abs more proportionate, which I think was a better choice. I also want to add a suggestion of his external obliques... which I did with a couple of dodgy lines you can see near his waist.
And remembered to edit the sandals this time too :D
2nd: Focused on redoing the stomach area shading mainly.
Anti-aliased the shorts more. I want them to look rougher! Any other way to add texture? It's not having the effect I want.
3rd: Trying to implement suggestions from the thread.

Thank you in advance for any help.

Pixel Art / Re: Dinosword Game (WIP)
« on: April 16, 2012, 04:21:05 am »
I love your characters! They look like they pop right out of a child story book I had when I was a kid. They look so sexual!

 ??? Slightly concerned about these childhood stories...  :crazy:

So this is just to demonstrate what I meant (an exaggeration). Sorry I didn't stick to your palette but when I tried, I realised you didn't have the necessary colours. You'd already used the darkest shade of green in them and your palette really doesn't seem to have any unsaturated colours. But it does have a HEAP of different variations of green..... Very uneconomical. I'm not very experienced with palettes but this seems like a weakness of yours. Basically I dropped saturation. Dark recedes and light pops, hence, making the character easier to see. This purely about readability, as mathias mentioned. Do you see what I mean?

Pixel Art / Re: Dinosword Game (WIP)
« on: April 13, 2012, 08:53:28 am »
I'm not very experienced but from what I've picked up from other people's critiques over time, you probably need to tone down the saturation of your background tiles, particularly the grass I'd say. That was the first thing I noticed, that the characters with that same green just blend into the grass a bit too much. It would be nice if they all popped off the bg a bit more :) Conversely, objects that are interact-able (if you get my meaning) should also pop off the bg tiles to make it clear that the characters can interact with them. E.g. the rocks you've done. I'm assuming they will actually stop the character if they walk into them, not just pass behind them. But right now they appear to be part of the bg.

All that said, your characters and bgs are really, really beautiful. I love the originality. However, on an aesthetic note, the style you used to make the forest scene appears completely different to the underwater scene directly below it. They could easily be from different games. I think you need to pick a style and make it carry across the whole game. Since the trees seem to be the only artwork done in that sketchy style, I guess it would be more efficient to convert those to the more classic pixelated style. This would also fit better with the NES style you said you're trying to emulate.

All just my humble opinions though so feel free to disregard. Your work is beautiful. Can't wait to see more.

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