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Messages - Ambient
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1
Pixel Art Feature Chest / Re: Ah/Chu
« on: February 08, 2011, 03:16:52 am »
That hair or whatever it is on his head seems completely different between the two.
I must say though, your pallet on the second is fantastic!

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Pixel Art / Re: Scientific AA help
« on: February 06, 2011, 04:33:22 pm »
Just saying I use GraphicsGale, and I put dots of the line at different 'opacities' depending on my pallet against its background. I then look at the preview, seeing if it's better or worse. If it's better I move on. If you're going to make it 10x- which I think is too much effort- you might as well draw a thick line and calculate the percentage of it in the region to get the corresponding pixel's line opacity.

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Pixel Art Feature Chest / Re: My game WIP
« on: February 06, 2011, 04:29:34 pm »
I think you need more variation in the foreground tiles, because as of now, there's only a few that I see. This is where decay really comes into place, out of the janitor's reach. Maybe have some tunnels dug by escaping prisoners/hungry dragons, attempted tunnels running into something impermeable, and simple smashed bricks. They have a lot of weight on them. And lastly, I'd add some stains, especially near the surface. For one, I don't see any toilets...

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Pixel Art / Re: Looking for some sprite critique...
« on: December 13, 2010, 10:26:38 pm »
I think her legs should come in front of her loin cloth a bit in the frames where her legs are farthest from her body. As of now it doesn't really seem to be affected by her legs, it looks like it's in a pendulum swing in front of her. The loin cloth doesn't seem to follow the bends of the legs either (around her waist).
Great progress, I like watching it progress :).

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Pixel Art / Re: ATTN PETA
« on: August 31, 2010, 10:13:38 pm »
If I was one of the scientists, I'd be making bets on whether Robby the rat would survive. Also, on the scientist note, I think there should be a bit of expression- one wincing, one grinning, and one intently watching. Something like that.
If the rings are glowing, the rods should show a bit of a glow around them. Maybe like the edge glow you have with the blue.
When imagining screams, I generally get the picture of people with their tongues drawn in. I'm not sure if this applies to rats, never quite had to deal with them in a long time.

I like the pallet, and the concept is hilarious. I look forward to the final piece :crazy:

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Pixel Art / Re: Pixel Effects
« on: August 18, 2010, 05:45:42 pm »
Looks good.

I think the dust animations are too quick on the way down. Makes it look like liquid instead.
Yeah, they are. I now think I'd use the stronger one for jumping into water rather than landing something (recolor it of course :D). I made the first one less affected by gravity. The second I feel isn't too bad in this area, or the first one in this post.
For lighter landings
A medium-heavy landing effect, testing dispersing the particles (used cheap transparency). I'm not too pleased with it, but the dispersion looks better. The gravity seems inconsistent. I might try one with the dispersion style placing bit by bit (what I did on pop, heavy landing) instead of sketchy transparency.
A moderate effect from an attack, seems like a bit of an over kill again.

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General Discussion / Re: Red vs Green?
« on: August 18, 2010, 03:54:34 am »

I used a programs anti-aliasing tool on this with inverts from the color wheel. It looks like dark outlines on light colors because of color brilliance. In black and white, even though with the red/green, they have the exact same value/luminance.
To me, there is no solution to blending inverts. I'd go with really smooth splines or lines without anti-aliasing to do this if I had to. Also, if you look closely, the anti-aliasing seems to extrude the circles to the center like buttons. Look closer, and the anti-aliasing is mirrored, so this is just an illusion. Probably due to the brilliance of yellow drawing the eye's focus.
Edit:

If you look at the gradient (cg), the colors go through a colors that look like crap, and which seem darker in the middle.

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General Discussion / Re: Red vs Green?
« on: August 18, 2010, 01:28:06 am »

If you look at your spectrum (standard box: PS, MS Paint, GG), you'll see that if you wrap the image, it looks like the wheel above. You'll notice the same issues with Blue/Orange, Yellow/Purple, and all other such pairs. This is because red and green are inverts. That means they are on the opposite side of the color wheel. If you choose to use them together and AA it, whichever direction on the wheel you choose will be as good as the other. I have no idea why computers use RGB instead of RYB. Personally, I never put inverts together; it's against my current art rules.

9
Pixel Art / Pixel Effects
« on: August 18, 2010, 01:20:03 am »
Never quite done them before, but got a few to do. For now, they are for different strengths of air to ground collisions, and the last is a death animation.
For medium landings (from jump) [Changed in edit 1: less gravity]
For light landings- being knocked back
For heavy landings (fatal). I feel it is way too strong, and if I use it, it will probably be for a desert fatality. Gravity too strong, may use for water impact.
Based off of the above. Forgot to change the eye-white transparency. From Idle animation.
For lighter landings [added in edit 1]
A medium-heavy landing effect, testing dispersing the particles (used cheap transparency). I'm not too pleased with it, but the dispersion looks better. [added in edit 1]
A moderate effect from an attack, seems like a bit of an over kill again. [added in edit 2]
Posted in the order in which I made them. I used the transparency on the first for the dithering, and I do feel guilty about it.
Character, from falling animation. Basically a water balloon.

As these aren't too complex (aside from the pop), I plan to have one for many surfaces and collision levels. I have many more on my to-do list, as I'd like for there to be an effect for every action.
These are all one color for now, and I have no idea how to improve them. My stuff always looks great to me until I know what's wrong, and then like not so. I've seen some really neat pixel art effects, mainly explosions.

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General Discussion / Re: Previews?
« on: August 14, 2010, 09:20:40 pm »
I haven't found an editor which has a tiled preview, but Graphics Gale can zoom the preview to 25% (has aa), 50% (has aa), 100%, 200%, 300%, 400%, and 800%.

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