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Messages - Beoran
Pages: [1] 2 3 ... 11

1
General Discussion / Re: New Pixel art forum looking for members...
« on: August 22, 2009, 06:10:49 pm »
One word of advoide yo tou: trim down the amount of sub-forums a bit. Certainly in the beginning, you're just diluting your audience. Expand as your audience does. Hope that helps.:)

2
General Discussion / Re: KOF XII Dot Art
« on: August 18, 2009, 10:27:56 am »
Well, I'm already glad that they didn't go for 3D art and went for 2D. OK, their technique may have been "impure", but the problem is that very high resolution pixel art simply takes a lot of time, probably too much time for a commercial game, to create 100% by hand in a pixel-puristic way. 

3
Pixel Art / Re: Warrior~
« on: August 14, 2009, 07:40:09 am »
In the first animation, how about also making his arms move a bit, in stead of just his legs? In the second animation, the character just "slides" forward magically without making any steps. Was that the effect you wanted? If not, you might  want to consider adding a few steps to it.

4
Pixel Art Feature Chest / Re: [WIP] The Yeti project
« on: August 14, 2009, 07:35:20 am »
Well, the only reason I decided to butt into this thread is because I really like Dekutree's effort. With a bit of refinements on the outline, so it also works against a dark background, his Yeti would be a great "boss sprite". :)

5
Pixel Art / Re: Amorbis' Random Pixel Art and Processes
« on: August 14, 2009, 07:27:53 am »
Sure, if it's generic art that won't be used in a game, then by all means, use any size you like. :)

But for games, still to this day, textures that are power-of-two sizes are required or at least a lot faster to use than arbitrary sized bitmaps. OpenGL, for instance, used to require power of two sized textures, although arbitrary size extensions exist, they are usually slower than power of two because they automatically convert the texture to power of two sizes. And for certain subsets of OpenGL, like the ones used on those "toenail" sized devices devices, power of two sizes are still needed. Because of the way our binary computers work, power of two sized bitmaps will always be faster to use in games than other sizes. Sorry to be pedantic about this, but I'm a game programmer, I researched this, and that's the way it is.

6
Pixel Art / Re: Amorbis' Random Pixel Art and Processes
« on: August 13, 2009, 12:17:49 pm »
Not to sound harsh, but is there any reason you're doing 50x50 tiles? Normally, for a game, you'd need 8x8, 16x16, 32x32 or 64x64. Other than that, nice effort! :)

7
Pixel Art Feature Chest / Re: Coder Dept. Weapons
« on: August 10, 2009, 11:42:19 am »
For the Buster Sword, sure the handle needs to be offset a bit, but to the other side. On the cutting edge, the sword is much thinner, and hence, much lighter than on the backbone side. The Buster's hanle should be towards the backside of the blade, just like how, for example on a katana, the handle is "curved" in the direction of the backside of the blade.

8
Pixel Art / Re: [WIP] Vanguard Priest
« on: August 10, 2009, 11:37:19 am »
First of all, why not make the robe white? It looks a bit drab like this. Secondly, maybe it would be interesting to show the feet too?

9
Pixel Art / Re: We've been inspired! :P
« on: August 10, 2009, 11:35:51 am »
Nice effort! You guys should keep practicing pixel art.

10
Pixel Art / Re: Lexy's Pixel Workshop
« on: August 04, 2009, 07:05:54 am »
Those icons look pretty nice, actually. The main problem I can see is that the proportions of the weapons are not quite correct. The hilt of the sword is too big compared to the blade so you could make it smaller perhaps. For the axe, the head is too big and heavy compared to the handle (so I'd maker it a bit smaller). But those problems with proportions are probably due to the 24x24 size limitation. Anyway, keep on practising many different things. You'll get better as long as you keep up the good work.

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