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Messages - garland
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1
Pixel Art / Re: New/Old Forum-goer and some fresh-baked pixels
« on: June 26, 2008, 04:08:13 am »
Okay, I tried to make her look a bit more feminine... I don't know how well it worked. I still haven't worked with the helmet to make it look more metallic. I'm sure the green color doesn't help too much with the intended material...but I'll try that after I get the body form better.

[edit:]


I'm not quite satisfied with how much she looks like a little kid, but I'm also about sick of working on this same thing. :P

C+C.

2
Pixel Art / Re: New/Old Forum-goer and some fresh-baked pixels
« on: June 25, 2008, 12:34:55 am »
A bit of an update:



I finally got the time to finish up some shading on this, since I've been gone for the past week to Washington D.C. and New York.

C+C again please.

3
Pixel Art / Re: Shooter Mockup [WIP] [NAUSERTIEN]
« on: June 11, 2008, 01:25:16 pm »
In terms of hue, the green is definitely the way to go, but I still think you'll need to change either the contrast or brightness of the background to separate it more. Additionally, you could re-do the graphic to have larger rocks and less small details. The foreground is abundant in small details, so to be lacking those smaller parts in the background could separate it easily.

Although not a pixel art game, Braid uses this same technique of lower detail backgrounds to bring out the foreground and make it clear what the player can and cannot interact with.

4
Pixel Art / Re: my little world ... [please C&C]
« on: June 11, 2008, 01:09:36 pm »
Trunks look good, although I wouldn't have pointed out anything wrong with the way they were earlier. I would like to see the rocky base of that platform spread out a bit more. As it is, it looks like it's going to fall over on the right side.

The graphics you have right now appear rather blocky. All of the individual pieces are very clean cut. Although this is difficult to avoid because of engine constraints and such, (Tiles...oh darn your square-ness.) nature appears very uneven at times, and I would like to see more of that represented in your graphics. Unless the blockyness is an aesthetic choice, which it doesn't appear to be from what I've seen illustrated on your blog.

Perhaps you could add some bleeding over of the grass into the bottoms of the tree-trunks or a few piles of rock around the base of that platform.

Overall, though, I believe it's coming along nicely. :) Keep it up.


5
Pixel Art / Re: Shooter Mockup
« on: June 10, 2008, 03:51:41 pm »

You could perhaps try to separate your foreground and background elements more in the cave areas. As it is, the ceiling blends in with the back wall of the cave, and those stalactite spikes on the ceiling are barely visible. (I had to zoom in to actually see the little ones) I would argue this would be very bad if the spikes damage your character if he touches them.

I assume that you're trying to separate the back wall of the cave by making it darker than the foreground, which is not a bad idea. But the problem is that all the colors you have right now are all 100% saturated brown shades.

[edit:]


By simply de-saturating the background layer to almost grey, I've already brought some definition to the ceiling of the cave and the other foreground elements. However, the darkness still makes the tones of the stalactites blend in with their surrounding area. So it might be better to lighten the entire background up some.

[edit:]


Now the stalactites are easily visible and hopefully easily avoided. :D

Of course, you may want to keep the background of the cave a dark brown color for aesthetic reasons, but you can still hopefully use my tips to add definition to the playing field.

6
Pixel Art / Re: [WIP] Game sprites -- Glitch
« on: June 10, 2008, 03:21:24 pm »
The current animation is getting good.  :) I personally think the character should have some more bounce to his step, like Kclic's edit. What you have right now looks rather robotic, which of course is arguable because the character is a robotic computer glitch personification, but you still want to put some kind of personality into your animation. The actual bounce itself is not a bad idea imo, it's just a matter of getting it to look natural. You might have to double some frames for that. (Although I'm not sure how many frames your game engine allows.)

Is that background even pixel art? I see an awful lot of colors for you to have done that pixel-by pixel.  :-\ Perhaps you could enlighten me on your technique?

7
Pixel Art / Re: Such a Pkmn geek, WTF. D:
« on: June 10, 2008, 03:37:25 am »
Perhaps you could change the color of the walls to a warmer yellow color. As it is now, the blue color is rather cold and unfeeling, certainly not the mood which should be exhibited by a Pokecenter methinks. Yellow is a pretty cheerful color.

Good work though. I think the tag looks fine.

What do they do with the pokemon that don't make it?

8
Pixel Art / Re: Boy with ball.. some C&C?
« on: June 09, 2008, 02:09:42 am »
Ah, well, I wasn't really referring to the rim lighting on the globe. That looked fine in my opinion. :D The rim lighting helped bring more definition to the edge of the globe, which now sort of blends in with the girl...

But what I was referring to was the lack of a shadow being cast from the globe onto the girl. The light seems to be in front of the girl continuing out in the direction of the globe, so it would make sense for the globe to cast a shadow back on the girls torso. But maybe I'm not very good at lighting...

I rather like that she has less of a neck now though... Comparatively, she almost looks giraffe-like in the earlier ones now, but maybe you could give her one more pixel.

The highlight on the girls hair looks good, but the long shadow underneath doesn't make any sense with the rest of the lighting...Actually now that I look at it some more, the globe seems to be lit entirely separately from the girl. The lighting on the girl looks like it comes from above her head,  judging deep shadows beneath her hair and arm, but the light on the globe comes from off to the right and front.

9
Pixel Art / Re: Survival Horror sprite
« on: June 08, 2008, 06:14:34 pm »
It seems to me that if his legs are getting smaller due to an intended foreshortening effect, then his lower torso should be a bit smaller than his upper torso. As it is, it looks like his body is from a front perspective until you get to his legs, which either change perspective and bend backwards, or get radically smaller for no apparent reason.

My suggestion would be either to fatten the legs up somewhat, or thin the lower torso. Either way, his legs are rather bony and thin, but as long as that's the intended look, then you don't need to change them.

10
Pixel Art / Re: New/Old Forum-goer and some fresh-baked pixels
« on: June 08, 2008, 05:24:02 pm »
 
Well, I decided to try a different pose and see if the picture is any better just from having a less boring pose. It's still incomplete, obviously, as I haven't shaded most of it, but I think I'm a bit happier with the image overall. But I figure I should post it up here the way it is before I continue with it, just so I can get some more criticism on the pose and shape of the body and such....

[edit:]



Yes, I'm completely aware that the weapon just looks like a weird bit of metal pole right now, I don't know if I'll go with a spear, a staff, a sword or something more...interesting... But ah well.

@huZba: The lighting was supposed to be from above, but I guess I just shaded a bit willy-nilly where I felt like it would look interesting. As for the shield, I guess she must only have half an arm, since it just sort of dissapears, or the shield is part of her body?

@madf: I never said this was a stereotypical viking. :P

@Atnas: Nah, she wasn't supposed to be angry. Perhaps moderately dumbfounded. The face could still use some work, add some character to the expression. As it is now, she basically just has FF6 eyes. :D The legs are rather...uhm...over the top. I see your point that the legs are currently rather young girl/boy-ish, but that's perhaps a little much for "warrior". Sorry about the mitten hands, I guess I got lazy.

@Xion: The "u" elbow was unintentional, considering the original outline I drew was for a buff manly-man. Unfortunately I can't do muscle structure at the moment, so I kinda just went for a fluffy girl. Sorry about the wierd shield, I guess it's supposed to be broken off at the bottom. It looks neat, but I'm not sure its worth carrying around. As for the face, I tried to add more form to it in the edit. (If you can call it an edit.)

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