Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - GDawgTheFab
Pages: [1] 2 3 ... 5

Pixel Art / Re: First time animating a walk cycle - help!
« on: November 29, 2018, 06:36:38 am »
I am no expert on the subject, however while there a probably a few things I could point out, I think the biggest thing that might be throwing you off and the biggest constant in all of your animations is the lack of head movement, I would probably start with that and work at it from there.

Pixel Art / Re: Help me improve my dumb tree!
« on: October 10, 2018, 09:22:08 am »

Heading in the right direction?

Still I am curious on how you guys would handle the light direction in a game with a day night cycle? A lot of the examples I can find online seem to avoid the frontal light source and go for something from the side for more contrast between the sides. just wondering if it is better to pick a stronger lighting direction and ignore time of day?

Pixel Art / Re: Help me improve my dumb tree!
« on: October 09, 2018, 09:42:07 pm »
In honesty i think pillow shading is a problem in a lot of the work i have done so far, however i kind of want the game i am making to have a day night cycle and as such i am trying to make the light source fairly neutral as to not look out of place no matter what time of day it is.

The angle of light i am going for is the same angle the player views the game world from, however this causes everthing to have a case of pillow shading.

I was wonderinf what your suggestions are regarding this? Is it better to pick a better lighting direction regardless of the day cycle?

Pixel Art / Re: Help me improve my dumb tree!
« on: October 09, 2018, 06:38:42 am »
Something like this closer to the mark?

Pixel Art / Re: Help me improve my dumb tree!
« on: October 08, 2018, 03:20:57 pm »
Ah ok I see what you mean, I think I will try to restructure the tileset a little bit and try to cut down on superfluous tiles as well.

In the meantime I am trying to do a mossy texture for the tree trunks but I can't help but feel it just looks like somebody spewed on them

Any suggestions?

Pixel Art / Re: Help me improve my dumb tree!
« on: October 07, 2018, 05:20:08 am »
Hmm, given that the view isn't straight from above, shouldn't the top highlighted tiles of the canopy/crown set be much shorter than the lower ones, or even be obscured by the angle of view? The way I see it, the "lower" tiles are actually south facing (front tiles), the upper ones are north facing (back tiles), and the light is quite oblique/frontal, so that we have a darker "roof" on the middle tiles, and we should at most see a very short upper rim of highlighted leaves, mostly for decoration purposes and keeping with the style, because if it was rigorous they wouldn't even show at all. You know what I mean?

Yeah, if you look at the tileset I kind of tried to do that, the southern edge being the thickest, the east and west edges being slightly less thick and the northern edge being the thinnest, however I do also want tiles that continue the leaf pattern all the way through to the other side in certain sections to serve as sort of a hint to the player that they can travel underneath this section of the leafy cannopy and find hidden paths.

Pixel Art / Re: Help me improve my dumb tree!
« on: October 07, 2018, 05:14:56 am »
I think it's fine to necro your own thread :]
I think this looks nice!

The colours feel a little dull and could use more hue-shifting, maybe something like this?

(I seem to have introduced a bunch of extra colours while recolouring it with blending modes, please don't mind that.)

Thanks for the critiques, to be honest I do have a little bit of trouble when it comes to colour as I find it hard to find that middle ground between too light and too dark or too much contrast or not enough contrast. I do know basic colour theory where lighter colours tend to shift hue more towards yellow while darker colours. I think the edit you posted might vary the hue a little too much for my liking however I get what you are saying and this is what I have done so far.

I will also need to do variants for different seasons as well.

The colours are something I will probably have to constantly revisit as I expand the tilesets.

Try making your vertical/horizontal edge tiles less straight, make them more winding, give them a more interesting silhouette. Right now, in the example, they make the tile grid very obvious because they're so straight. Same with the edges of the corners, to a lesser degree.

There are some single light-coloured pixels in the interior, they look like noise rather than like leaves. I'd get rid of them.

I have a hard time believing you need that many variants of the dark interior tiles xP They all feel samey since they use the same leaf shapes and similar arrangements, so you can probably use fewer of them and achieve the same effect. Or, you can add more variety by having some thicker clumps, and maybe even some tiles that use the next colour up the ramp.

I had a bit of extra space to fill in the middle so kind of overdid it with the interior tiles :p, designed the tileset for readability so there are a few duplicate tiles on the outer edges as well, just so I know where each tile is supposed to go.

The problem with some of the outer tiles being too straight is that I kind of want the tileset to be as modular as possible where most tiles can seamlessly blend with other tiles while trying to hide where the tiles connect together, as such it is hard to create outer tiles that bend and flow that also connect seamlessly with the other tiles, I suppose I could create multi tile clusters that are only supposed to be used in conjunction with each other and only the outer edges of tiles of the cluster line up with the other tiles in the set?

The bottoms of the thick trunks feel a bit off for a couple of reasons:
- the roots slope down too vertically on the sides, making the tree look like it's standing on its roots rather than like we're seeing the parts of the roots that are visible above the ground.
- the roots have very similar sizes and shapes. Try to vary them more, in particular the shapes.

Yeah got a little bit lazy with the roots and mirrored the outer most roots just to get a quick shape together that I could try different colours and textures on

Mostly trying to get the texture right on the trees, not sure how to texture and colour the bark.

Pixel Art / Re: Help me improve my dumb tree!
« on: October 06, 2018, 08:35:54 am »
Not sure if I should necro or start a new thread, is it generally preferred that if a topic hasnt been posted in for 30 days that a new thread is created even if it is on the same topic? Or is it better to necro?

Regardless these are my most recent attempts, again what I am going for is something similar to the mana pure land in Secret of Mana

Any suggestions on how I can improve these?

Pixel Art / Re: How would you improve this house?
« on: August 12, 2018, 01:17:05 pm »
Bit long since my last post on this but decided to revisit it.

Tried showing the back part of the lower roof but it just did not look right so I decided to hide it behind the peak of the upper roof slope.

Still unsure how to texture the walls coloured in a light shade of purple, also not sure to do with the doors and windows, also pretty sure there are some other things people can pick out that need to be improved.

Here is a version with shadows for the parts underneath the roof overhang.

Pixel Art / Re: How would you improve this house?
« on: July 09, 2018, 12:30:45 pm »
Thanks for the crits, yeah I am not above intentional cheating :p though I probably shouldn't take the easy way where I can, I only worry if I extend the limits of the lower roof slope to appear behind the deeper roof slope it might look a little weird in some way, I suppose there is no harm in trying it out and seeing if I can get it to look right.

As for the beams holding up the roof, yeah I have no idea what I am doing there, kind of want to do something a little more interesting than just straight beams but not sure what that is at the moment.

Pages: [1] 2 3 ... 5