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Messages - kilenc
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I myself can't move to London, but having played Starbound, I know you all are a good studio. Best of luck!

My question is on behalf of others here: is the position for a pixel artist across your studio's projects, or an artist for a specific project you all are working on?

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Pixel Art / Re: Attack animation
« on: March 21, 2016, 11:53:45 pm »
don't be afraid to deviate from a set style, especially when it comes to improving your sprite work.

you make some steps away from the game--for instance, your character is only half the style, because you attempt some shading, whereas hyper light drifter uses none except on obvious geometric forms (see this golem, but notice the main character does not have shading which you attempt):



there's also more "detail" in your sprite than in these, but it's a lot easier to tell what hyper light drifter's characters are, and they have more personality. this is because a lot of your detail being cluttered (like the patterns on your guy's coat, which are hard to read), or simply nonexistent (the arms really really don't look like arms, they're flat and stubby). maybe these things are intentional, but ultimately they make it hard to understand what your samurai guy is.

i definitely encourage you to change the sprite for the better--decide if you want to commit to hyper light drifter's minimal style or have shading, and then make sure everything on your sprites is able to be understood. don't just say "well, hyper light drifter did ..." because, well, you're not making hyper light drifter!

a more readable sprite will help the animation, too.

hope this wasn't too harsh, i think your character has a lot of potential, especially the backpack. good luck :)

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Pixel Art / Re: Attack animation
« on: March 21, 2016, 09:13:14 pm »
to begin with i started my edit using the old animation you posted, this new one you made improves on that for sure



i reduced frame count of the actual swing and upped the count of the in-between frames, and lowered time between frames (200ms > 100ms), which makes the animation much snappier--makes it more energetic, dynamic, action packed, because the action is quick and he has build-up to the action

on the animation itself, i made the movement more exaggerated (forward more) and added recoil, which is what you naturally do--"recover" from a sudden action (punch and watch your hand--it'll come back a bit). honestly, i should add more forward movement and more obvious recoil, but i'm running short on time, so hopefully you get the gist of it :)

i also noticed the character wasn't really readable, a lot of detail but i can't tell what it is. i took my best guess and made some changes to the character (most notably lengthening what i assume are arms), especially in colors, which were not very unified and often superflous

finally, i agree with the look-at-a-reference thing. i tried to fit my animation to your funky swing, but really i think it'd be hard to do something like that (i did it myself in front of a mirror, i'm no swordsman but i didn't feel like i could not break my arm doing it haha)

my animation isn't perfect, i don't have much time, but i encourage you to study it and see what i did differently than you :)

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Pixel Art / Re: [CC] My first ever pixel art - Anger from Inside Out
« on: March 17, 2016, 10:53:46 pm »
my biggest tip: mess around with different combinations of hue, saturation, and lightness in your colors, to create what's called a color ramp, a series of colors which conveys differently "shaded" parts (your highlights, your midtones, your shadows). keep in mind, as areas get darker, they tend to not only become less light, but more blue/green, too.

also, don't be afraid of high contrast between your different colors. a lot of your colors blend in (you have 4 reds, i can barely make out 2; you have 4 grays, i can again make out 2; etc). zoomed out, i can't tell them apart, and so really they don't add anything! contrasts between your colors flesh out a piece, and give it a lot more depth, since the eye easily picks up "ok, this part has a deep shadow, it must be ..." and then fills in the blank.

if you have trouble, report back. i think that you seem to have a pretty good grasp on shape, and so picking up color shouldn't be too hard, but better to experiment first so we can help you more in depth :)

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Pixel Art / Re: [C+C] Main character for a NES-like platform game
« on: March 17, 2016, 10:31:35 am »
looks a lot better, fluid and now has more weight/impact to it. only thing i see is that his body is too thin, it might throw off the perspective; try widening it (unless you want it to look like he turns more right to run)

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Pixel Art / Re: [C+C] Main character for a NES-like platform game
« on: March 17, 2016, 03:18:13 am »


following this reference, a few things stick out from your animation:

*his legs don't extend, they stay bent, so it looks like he essentially is doing those high-knee jog exercise, not running
*his body doesn't bob in time with his legs, so it looks very "floaty"

i personally like the character design, tho :)

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Pixel Art / Re: Blue Mountain Background Animation
« on: March 16, 2016, 05:38:41 pm »

3) the effect around the moon is not pixel art by strict standers (it seems like a computer generated effect)

The animation thread technically doesn't need to feature anything pixel art related, just animation related.

Oh, didn't realize. Either way I thought they should be aware, in case they wanted to post to Pixeljoint or something. I don't mind the effect myself :)

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Pixel Art / Re: Blue Mountain Background Animation
« on: March 15, 2016, 09:47:26 pm »
I like it, it has a lot of character. i only notice 3 real things, all of them very minor:

1) the speed of the clouds, clouds are very slow moving, so the high speed they travel up creates a sped-up effect
2) the angles of the moon and clouds, it isn't a huge deal but it contrasts with the generally smooth line work of the foreground
3) the effect around the moon is not pixel art by strict standers (it seems like a computer generated effect)

all of these things are more preferences, than anything, tho. as a piece this functions well

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Unpaid Work / Re: Píxel Artist Needed!
« on: March 15, 2016, 06:14:47 am »
hola Rafa, antes de que piense en trabajar consigo, me gustaría saber aspectos específicos de su juego. espero que usted me pueda decir unos (por ejemplo, ¿cuál estilo busca usted? ¿es de etapa medieval, moderna, etc? ¿qué voy a hacer?). ¡gracias! :)

in english if you wanna keep it english (i thought it would just be easier to speak in spanish): hey Rafa, before i consider working with you, i would like to know specific aspects of your game. i hope you can tell me some (for example, which style are you looking for? is set in a medieval, modern, etc. period? what will i do?). thanks!

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while i agree you don't necessarily need former art experience, as i said (and as you probably realize) it is very helpful. afterall, pixel art is art just like any other form (albeit a different medium), so you need the general art principles down. as pusty said, you've posted no art, so its impossible for us to say how your art might not be stacking up.

however, i stand by assertion that you should learn how to draw anime hair and armor the good old fashioned pen-and-paper way before ever starting on pixel art. a quick google search reveals a myriad of anime-focused tutorials, and i'm sure you can find better than any i could link. after that, move on to character studies, and then try your hand at pixelling your concept.
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What I've learned is that not to focus too much on brightness but on saturation and do brightness if saturation is not enough but don't do too much as it doesn't look good, and do dithering.
as far as I can understand, this tells me you don't have a solid grasp on pixel technique; good, depth-providing shading often relies on hue-shifting more so than saturation or brightness, in my experience (a combination of all three, really, is what does the trick). maybe i'm wrong, but either way this tells me you also have to spend a bit more time learning pixel art, too, once you've got the whole real-life drawing thing down.

i encourage you to keep going, tho, and most folks on this forum would be happy to lend a hand.

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