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 - Konrad
Pages: [1] 2

1
Pixel Art / Re: [WIP] Chaos Chimera
« on: February 23, 2011, 07:33:17 am »
I really like the oldschool look. IMO the opacities (as seen in the last screenshot) don't fit, though. Without the opacity you could think it's a game running on an old console/homecomputer, whereas WITH opacity it gives it away as a game for a modern system.
I recommend leaving them out. When you really need them I'd use the "Flicker-Style" of old Amiga and Arcade games, i.e. switching visible and invisible each frame to achieve the effect of opacity.
But I know that's just nitpicking, I like it nonetheless :).

EDIT: Possible readability-Problems of the crosshair in the last screenshot. I suggest making it smaller, then solid red with lighter (white?) outline. This would fit the icons in the lower right.

2
Pixel Art Feature Chest / Re: After a year I relieved myself.. ';..;'
« on: February 21, 2011, 10:34:42 pm »
I like your last edit. Skull is looking much better than in your initial post. I prefer a wide-open jaw though to make it look like it's breating (out) the smog. But that's just personal taste.

3
Pixel Art / Re: Simple is hard - Poluted city
« on: January 20, 2011, 04:52:25 pm »
Three layers would be enough to achieve the feeling of depth. I don't think you need more.
I made a quick edit. I know it lost alot of detail which I like in your picture. But perhaps it can help you with the direction you're going:

4
Pixel Art / Re: Simple is hard - Poluted city
« on: January 20, 2011, 01:46:14 pm »
Lovely picture :). You got enough layers IMO, though. As I interpret the picture there are already six layers.

As english ist not my native language I'm not good at explaining what I mean. I think the problem is your choice of using the colors. For example, you use the yellowish color for highlights or the water (I simply guess it's water :D, I mean the yellow bar) in the foreground layers, but also for fading the building in the background. Then again you use the same color for the planet. They seem to be on one plane.
The colors definately should help separating the different layers. You should use the colors (more) exclusively on the different layers. As you want to keep the color count low I'd recommend reducing the number of layers.

On a side-note: The red sticks out too much. But that's just personal taste.

5
Pixel Art / Re: Monstrous Help
« on: January 19, 2011, 09:19:24 pm »
At this size I don't think you need that many shades of green.
Also, why is it that the legs are missing in one frame ?

6
Pixel Art / Re: NES Dungeon Readability
« on: November 26, 2010, 12:06:58 am »
I rather like the second shading variant.

Here's my (quick'n'dirty) take on your mockup. Didn't use the most recent edit, though. But I'm sure you get the point.

7
Pixel Art / Re: SMB 1 sprites
« on: September 26, 2010, 02:47:08 pm »
The colored outlines really improve your sprites :). I'm happy that you kept the second blue, as it adds depth to the background IMO (besides the detail of course).

8
2D & 3D / Re: Bitten by the sidescroller bug...
« on: June 28, 2010, 08:00:31 pm »
I'm with you Howard. The background is much too bright now IMO. Stay with the brightness it initially had. You can't take every monitor configuration in consideration, especially those not calibrated.

9
The character doesn't look to me as if he's some sort of martial arts fighter, I think brawling fits better here.

Right now the punch looks really wimpy.
1. I think that it's ok that your character leans forward if you want to imply a powerful punch. But you should definately correct the leg movement. It's way too stiff.
2. There is no shoulder movement. The upper body will turn when throwing a punch.
3. As a result of this you should make the left arm show up in the animation.
4. The animation of the arm looks like a recoil animation from a gun. Probably because of lack of frames. Also the arm should not go straight back.

10
2D & 3D / Re: Bitten by the sidescroller bug...
« on: February 17, 2010, 08:52:53 am »
Really nice, it's coming together :).
A little criticism:
- the heat gauge is too big and doesn't fit the rest of the hud, IMO you should think about a redesign
- make energy bar and heat gauge always visible

And a suggestion ;):
- I'm a fan of Walker for Amiga. I like it that you can't fire when the guns overheat.

Pages: [1] 2