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Messages - NickZA
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Pixel Art / Re: 2012 game sprites
« on: August 07, 2011, 09:18:20 am »
What kind of coders are you working with?

Presumably the kind that know how to use simple animation and particle libraries. This is a basic skill for most Flash coders since it is supported in Flash's core and there are some excellent 3rd party libraries beside (greensock). In general 2D game libraries support runtime tweening to do this sort of thing though: XNA; Java PulpCore and Slick; many C++ 2d libraries such as Allegro or HGE; PyGame; even Unity when used for 2D. Really no 2D game coder should be without the ability to do this sort of effect with ease. In rare cases they may have to write their own library to do it, but that's not that hard either.

Pixel Art / Re: Grass tiles.
« on: August 03, 2011, 10:31:51 pm »
I like your new tiles. But let me just suggest that on the original, the problem I saw was that there should have been darkening on blades of grass furthest from the viewer. That gradient would have (I think) given it the right visual weight and increased realism.

Really enjoying watching this progress, I'm learning by watching here! Your rocks and trees have really nice solid contrast, something I'm a big fan of.  :y:

@Olothontor Well, I'm using the info Kasumi provided to show you what I'm looking for, and if (given the examples), off the top of your head, this reminds you of a particular artist, I'm asking you to please point me to that person's work. I would have done so in the initial post if I'd had examples. Kapisch?

In other words, it's easier for me to ask you and 1000 others, "Have you seen X?" than to see whether I can dig through piles of irrelevant stuff to find what I need.

General Discussion / Re: Best Color Pallet for Skin tones?
« on: July 25, 2011, 12:55:09 pm »
Books on painting in the classical style will also teach you a lot about how skin tone variations actually work.

Actually, Flash is able to convert bitmaps to vectors, using the "break apart" feature IIRC. Then you can export these to eg. Illustrator.

How about a chubby, shiny black spider with a stovepipe hat and a toothsome grin?

Pixel Art Feature Chest / Re: knockin' some rust off
« on: July 25, 2011, 12:11:57 pm »
Yep as helm says, more readable, and yet now I miss the elaboration of form on the armour which you originally had. Hope you don't mind, I took the liberty of making some small edits:

(Less gold under chin, taller visible area of breastplate, changed his right shoulder highlight and touched a pixel in his left mail skirting.)

Hey, thanks -- that's the pixel art site I couldn't remember the name of!

Actually I found this to be the best example of your artists' work, Kasumi: - nice clean tones, good colour, perhaps too light overall

Generally I'm looking for stuff that leans towards chiaroscuro and with clean lines (and yes -- no antialiasing) = no or minimal stippling.
Some of the following have some dithering but are generally clean and kind of along the lines I'm looking for so if y'all know of similar bits please point me to them! -- -- Excellent example, although I'm inclined toward deeper shadows and generally less gloss. -- Really like the way rock is done here, but overall I would go for much higher contrast -- Blockish yet organic forms


Because I'm going to be doing a lot of automated rotations for my game, I need to produce sprites that are clean, i.e. very little stippling or single-pixel artefacts, since these get mangled during automated rotations. To put this in different words, sprites with a more "vectorised" and less "painterly" style.

It's one thing to search on "clean" in these forums, but not everyone's definition is the same, presumably, hence my post. I'm looking at stuff of at least similar quality to vedsten's recent post here, with similarly clean work especially at larger sizes (in the region of 64x64 and up to double that would be great).

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