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Messages - wurfle
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Pixel Art Feature Chest / Re: Pixel car(s) (WIP)
« on: December 14, 2012, 04:46:24 am »
I would really push the highlights, it will give the body a much more glossy look. Don't be afraid to push the brightest parts all the way to white.

Pixel Art / Re: Platformer Sprites (WIP)
« on: September 22, 2012, 07:03:41 pm »
The body of the first one looks very soft to me, not like metal at all. Stiffening up that big middle section should help a lot.

Pixel Art / Re: Platformer tileset
« on: September 22, 2012, 05:07:07 am »
I actually like the palette quite a lot, the gritty desaturated hues look very nice in these circumstances. If you wanted you could send the darker brown a bit closer to purple though.

The tiles themselves are just about perfect.

General Discussion / Re: how to make tiles not look like tiles
« on: August 28, 2012, 12:19:59 am »
I would recommend drawing a scene first and then dividing it up into tiles. However, as this directly concerns the project that I am currently working on, I would like to hear other's opinions as well. Additionally, I think another relevant question is how one should divide up the tiles into a tile sheet, particularly whether it is worth making them irregularly shaped to make it feel more organic (this is also applies to making compact tile sheets for diamond shaped iso tiles. suggestions?).
Honestly, I think its a judgement call depending on the look you are going for, though a very organic looking tile arrangement is definitely possible with square tiles.

Pixel Art / Re: STEALER - cyberpunk puzzle-platformer
« on: August 10, 2012, 06:15:45 pm »
Trying convert Stealer's graphics to NES style. Here is original pic (plz click to scale):

Please do not do this.
Everything you did before was absolutely perfect - the colors, the theme, the detailing, everything.
I especially love the 2d graphics on the side as well as the GUI/map thing, they simply scream cyberpunk.

Pixel Art / Re: Animating chopper blades.
« on: August 03, 2012, 02:00:20 am »
Yeah they both look a bit slow, I hope its better in game. If not you can always cut the middle frame.

Thanks man. I think this might be it.
Actually most helicopters have 2 blades so in theory it would always have the same length from the side.

This method still works with more blades, only the more blades there are the less they appear truncated. For a four bladed helicopter, for example, the blades would only be shortened by about 25% rather than nearly 100% for two blades.

Pixel Art / Re: Animating chopper blades.
« on: August 02, 2012, 09:58:25 pm »
If you use foreshortening, you can get a pretty realistic animation with only three frames. The one you have, one where the blades appear shorter, and one where you cant see them. This will create the illusion of the blades rotating 45 degrees each frame.

2D & 3D / Re: 3D modular isometric -WIP-
« on: July 31, 2012, 01:58:57 am »
The textures could use some more color in my opinion. The shading effects do a lot to make the structure more believable, but the tiles look more like porcelain than a medieval sandstone or something similar. So far so good, in terms of the texture projection. Do you have any new screens to show?

General Discussion / Re: Pyxel Edit pixel art editor
« on: July 27, 2012, 01:45:36 am »
This is absolutely fantastic for a program this size that works on mac and pc.
The only things I would like to see that are not there are scroll bars on zoomed in images and selection/copy/paste function, because I use both of these quite a bit. Other than that, you can count on $20 from me when its done.

General Discussion / Re: Black and white pixel art
« on: July 19, 2012, 02:34:55 am »
Do you mean greyscale or black and white only?
If you are talking about 1bit, I suggest searching for some art from the original gameboy; which is technically black and white even though it doesn't show up that way on the screen.

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