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Messages - Mnots
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The use of pure white on the background assets makes them pop a bit harder than the foreground tiles you're using. As a rule of thumb, I tend to stick to more saturated colors from the palette for platform tiles, as it makes them stand out well against the neutral colors in the background. Here I swapped out your brown for the purple shade, and went with the more saturated red midtone, as opposed to that muted orange from before.

Pixel Art / Re: Blue Monkey Low pixel walk [C+C]
« on: April 21, 2017, 01:03:30 pm »
Nice character design! Very reminiscent of Fez. :D

He doesn't feel too much like a monkey to me, atm. Something that may possibly help is adding a "skin" section around the face to separate it from his blue fur. You could utilize the same colors you're using for the stomach to do so. Speaking of which, those green shades don't contrast well enough with the blue, and aren't noticeable at a smaller size.

Made a brief edit to show you what I meant. I think the pattern around the face gives him more of a monkey look. :D

You have (what I feel is) a couple of unnecessary colors in your palette, too. While I understand what sort of depth you were going for with the varying shades, there's a couple ways around it. Note that I removed the intermediary blue tone you were using for the tail, and went with the darker shade instead. This allows you to remove the white you were using for the right arm, and use the blue from his body instead. I feel this makes the anatomy a bit more readable, which is always a hard thing to pull off when pixeling such a small piece.

Challenges & Activities / Re: The Daily Sketch
« on: January 18, 2017, 11:13:49 pm »
First time posting, but I'm going to try and make it a regular thing.

Concept sketching for my game.

Pixel Art / Re: My most important piece.
« on: November 11, 2016, 02:15:21 pm »
Gotten some excellent advice so far, so I don't have too much to offer. You've got a bunch of semi-transparent pixels hanging out around the sprite, may want to clean those up a bit.

Also, drug addicts aren't necessarily unhealthy or unfit. Take the movie Trainspotting as an example, the character Sick Boy is healthy enough (despite his name lol) to take on the role of a professional conman, and Begbie is your typical bar brawling madman.

General Discussion / Re: [Vote] Photoshop vs Aseprite for Sprite Animation
« on: September 16, 2016, 03:28:04 pm »
I think it ultimately just comes down to comfort. Try the waters and pick what you're most comfortable with, because that's likely to be the program that you produce the best results with.

General Discussion / Re: [Vote] Photoshop vs Aseprite for Sprite Animation
« on: September 16, 2016, 10:45:18 am »
Photoshop's timeline for the simplest case where there are no layers, image changes on each key frame (comments are irrelevant, I lifted the image off a tutorial)

This is a much more accurate "simplest case". You literally just open timeline view > make frames from layers, and you're done. (Bear in mind, my example is just something I had open. Not meant to be animated. :P)

I personally use photoshop for most of my pixel work, and haven't dived into other programs extensively due to my background with ps. I will add this to the batch of pros and cons, though: There's a lot of keybinds in photoshop, and nuances within the way it's set up (It's meant more for digital painting and photo editing than exact pixel work) that cause transparency to swap around on you sometimes. Brushes and erasers will lose their opacity (seemingly at random), and this causes your color count to go way up, as well as creating semi-transparent artifacts in your work. It's a hassle, but you can learn to keep an eye out for it.

General Discussion / Re: Commission Horror Stories
« on: July 26, 2016, 07:19:01 pm »

Yeah, I've read it. I should've caught the red flags, but needed the money too much to care, I guess...

General Discussion / Commission Horror Stories
« on: July 26, 2016, 11:21:12 am »
Well, I just finished one of my first large-scale commissions, but it seems like they're going to refuse to pay me at this point. Pretty bummed out and considering never doing it again. . .

So I thought I'd ask to hear some of pixelation's horror stories with commissions gone wrong. Let's hear em!

Pixel Art / Re: [C+C] Robot Outlaw
« on: June 21, 2016, 10:50:14 pm »
The only thing I would suggest is having the arms come out from the sides of the character rather than the back. You can't really tell for the gun holding arm, but stand up and pretend you are holding a gun like the robot is, it would feel very awkward to hold your off arm straight behind you.

Try moving it a bit forward and have it overlay his body a bit, maybe being able to see the underside of the parka a bit.

To convey the pose I was going for a bit better, here's a reference image:

It's hard to get the angling of it down right, but I'll shift the arm around and post some different positions tomorrow to see which looks best. Thanks for the pointers!

The only thing I can find to critique is the glass the bartender is holding. Maybe reduce the contrast between the two shades? I thought it was a fork or prongs or something else at first.

Lowered the contrast a bit on the glass. Any better this way?

I appreciate the interest so far! I was mostly just playing around with concept ideas on this one, but I may pursue a full demo if it's something people wanna see. :D

Pixel Art / [C+C] Robot Outlaw
« on: June 21, 2016, 12:47:17 pm »
Couple pieces for a scene that I've been messing around with. I've enjoyed the style, but I'm not too sure I've nailed it directly on the head, so any help is appreciated.

The main thing that I would like critique on is this guy, who would be the player character in the mockup. For reference, he's supposed to be a robot in a sombrero and mexican outlaw's outfit:

This is the scene for the mockup:

and an alien bartender to go behind the bar:

Let me know what you think!

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