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Messages - seriatum
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Pixel Art / Re: Help with a waterfall
« on: January 31, 2019, 09:05:16 am »
Thanks! I actually really like the movement of your water, it's very effective.

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Pixel Art / Re: Help with a waterfall
« on: August 20, 2018, 02:38:51 am »
Thanks for your response! Yes, I see what you mean and I think reworking it to something like what you've done will help. It will probably help with the animating too as I can concentrate on the individual streams rather than one big blanket of water. I'll give it a go, thanks!

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Pixel Art / Help with a waterfall
« on: August 19, 2018, 12:12:34 pm »
Hello, I'm working on a waterfall as a fairly large background asset in my game. There are probably a few things wrong with this, but I can't quite put my finger on them. Does anyone have any experience in animating water and could give me some tips? This isn't really working for me! :'(


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Pixel Art / Re: Perspective + Reflection Party
« on: April 01, 2018, 02:03:56 am »
I really love your colour scheme. Already this has a great mood. The curvature you've got on this is probably very intentional, but I think it will make perspective much more difficult to tame as anything that is slightly off will really show. Maybe trying it first with a straight horizon line would help? At the moment, to me the reflection looks more like an iceberg rising up out of a pool of water. I would vertically mirror the top half, maybe with some adjustments to the height to account for the angle, giving the reflection a lighter colour closer to that of the ice on the ground, and getting lighter as it reaches the top (or bottom now) of the ice so that it blends in with the ground more.

[EDIT] looking at it more I can see that the "ground" may actually be water, which also works. At a glance though the reflection of the ice to me looks like a pool of deep water surrounded by an icy ground.

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Pixel Art / Re: [WIP] Critique and help for a first bigger drawing
« on: March 24, 2018, 11:27:36 pm »
To me, the dark outline around the whole thing is what is making it look a bit flat. I realise though that it may be a stylistic choice and in the context of what you're using it for it may make perfect sense. Are the blue runes meant to be glowing? If so they would probably be casting light around the rim, so perhaps putting some blue highlights in key places around there will help. A secondary darker grey around some of the edges adding a bit more contrast might also help flesh it out a bit.

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Thank you so much eishiya! That is a very in depth and well thought out critique and I really appreciate the time and detail you've put into it - the insight is absolutely invaluable!  :)

As I read it, every single point you've made hits home - it's exactly what I'm looking for to improve. The game is for PC so the art will definitely be scaled up in most cases, and any imperfections will probably be glaringly obvious. The point about the dithering is a really good one, and as yrizoud has also pointed out will probably cause problems in motion - as I planned on these clouds to be scrolling this will be a problem, so I guess it's back to the drawing board for those. :'(

The light source issue is also a good one, originally I did have a sun in the centre, and had done those highlights at that point, then I put the clouds in and it wasn't working. I moved the sun offscreen but had light beams coming down (Japanese starburst style), but thinking about it now, really the angle would still probably be wrong for that - so I will definitely give those highlights some attention!

And that grass, yes I agree it definitely does need some more love!  I will try to give it some serious attention. Have got my work cut out for me.

Thanks again so much for your feedback, you've got an excellent critical eye and every point you've made I think has been spot on. Will work on this over the next few days and post back.  :y:

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Thank you very much! :) I found clouds very difficult for a long time, and still need to practise them more - but that dithering really seemed to flesh them out and started taking them in the right direction. If anyone on the board has some other good tips on realistic(ish) clouds I'd love to hear them as many of the tutorials I've looked at seem to focus on small stylised ones.

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Pixel Art / [FEEDBACK][WIP] Background Landscape for a 'Hi Bit' Game
« on: March 13, 2018, 11:33:15 am »
Hello, I'm new here and tentatively posting after reading the rules. I'm working on a game - most of it is done in pixel art, but it also utilises things not traditionally associated with pixel art such as smooth gradients, transparency effects, shaders etc. With all of these effects over the top, my deficiencies as a pixel artist aren't quite as obvious and I perhaps haven't been as diligent as I could have been with technique... But I would like to also give players the option of playing the game without such effects, and after peeling back the fancy effects I want the art to still look good - so I think I need to clean up my act a bit and become a better pixel artist.

Up until now, I've mainly been working on mechanics and tilesets but I've decided it would be nice to have some detailed backgrounds, kind of like establishing shots for the different areas. The resolution I'm working in is 640x360. Immediately, it has been harder to fill such a large area with interesting pixel art after working on smaller 32x32 or 64x64 sprites for so long!

If any of you pixel art gurus could take a look and offer any comments on what could be improved it would be much appreciated. Particularly if there are any areas that stand out as needing attention or techniques that I am perhaps misusing or should be practising more. Also any comments on anything from the colour scheme to the composition are appreciated. I've considered dropping the game resolution lower, but want to avoid this if possible due to the size of my character (32 x 64).

If anyone has any experience in drawing detailed game backgrounds and has some tips on workflow that would be cool too. I'm still finding my feet with this, and this piece was a bit of a frankenstein project, all over the place - it was started in Pyxel Edit, the clouds were done in Pro Motion (because I like the dither brush) and the rest done in Photoshop (because I'm most comfortable with the interface).

I should add that in motion, this background will have a smooth colour gradient, animated light rays, parralax scrolling clouds and overlay effects. I've stripped out any of that non pixel art related stuff for this image so that I can get feedback on what IS pixel art in the picture.  Thanks for any feedback :)




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