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Messages - Lukkas
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31
Pixel Art / Re: [WIP] Caz Nostuh
« on: September 28, 2010, 03:29:26 am »
In addition to BlueGoop's recommendations, I think the character's hair needs to be highlighted, especially if you intend to keep the clothing the same color as they are currently. It makes him look a bit like a dark grey mess. I had a similar problem with a sprite I worked on recently. Dark grey armor, dark grey hair, dark grey boots... Made him very blegh.

I also think a glowing effect on the gem on his glove would make it more apparent what it is, and improve the overall look of the sprite.

It's good work. I like your style. :)

32
Pixel Art / Re: 32x32 Sprite with glasses
« on: September 28, 2010, 03:08:25 am »
I'm digging the final result. My main suggestion would be to add some glare on the lenses of his glasses. Right now they appear very flat and nothing at all like glass.

A more vibrant palette could make him appear more interesting, as Mathias said, but I'm actually pretty fond of his current color scheme.

The glasses really are the only thing throwing it off for me. It's very strange that the glasses are just white, with little black pupils.

Great work, it's a definite improvement over the previous, especially the hair!

33
Pixel Art / Re: Average Guy
« on: September 28, 2010, 02:59:48 am »
I think Edit 3 looks near perfect. No need to change the guy's stance. The only things I see that need improvement is the heart on his shirt, as Wootai said, and the girl's fingers on the raised hand are a little strange. I also think her other arm is a little too short. It is not in proportion to her torso. If her arm is going back behind her, it needs darker shading to show this.

I think her red skirt could use more shading and defining. I don't approve of ripping off entirely, but it needs something more.

My last bit of nitpicking - I really think your sprites looked better with the colored outlines. The dark ones do not do them full justice.

Excellent work. You've got some nice looking sprites on your hands. :)

34
Pixel Art / Re: Game Tileset
« on: September 27, 2010, 09:09:30 am »
Pretty neat looking :)

There's two main things you can do to improve this.

One: texture, texture, texture! Your grass is a solid green. This isn't actually a horrible choice for such small graphics, but you can drastically improve it by putting little sprigs of grass here and there. Same goes for your floor tiles.

Two: Notice how on your lava, it very much looks "tiled?" You see the same elements repeating over and over? By adding more types of lava, you can help eliminate that effect and it makes it look better. So You Want To Be A Pixel Artist details this effect and how you can prevent it quite well in the section titled "Eliminating the Grid".

By the way, I like the little demon head things in your dungeon tileset. Looks neat. All the tilesets are very nice first attempts. :) Keep going at it.

35
Pixel Art / Re: Giraffe Fighter Go!
« on: September 27, 2010, 08:50:48 am »
Sweet giraffe! I like it :)

The main problem I see with these is there's a little too much going on in your 16x16 pixels. In the walking animation, I'm not sure what the grey thing is. I think it's a shield? It'd probably look better without it.

As far as the walking animation, I think it looks like he's going backwards because in the last frame, the front leg shouldn't touch the ground. Try removing one pixel off the front leg and you should notice a difference.

On the overhead sword attack: Great! I think it's too slow though. Try speeding up the animation, and it's just fine :)

The uppercut looks strange, but uppercutting with a sword is strange anyway. I'd recommend replacing it with a stab. This would read better and probably be easier to animate anyway.

Those are my only critiques. Really cool giraffe, and good job on squeezing so much detail into such a tiny space. I can barely stand to do 24x24, much less 16x16.

36
Pixel Art / Re: Steam Quest MockUp
« on: September 27, 2010, 08:16:56 am »
As the others have said, the background has too much going on and is too bright. To make it worse, your sprite is not very bright or noticeable. I had to search for a second to find him when I first saw the image. Your background is overpowering the foreground.

I would try losing the middle layer of trees, and toning down the colors in the front layer of trees.

The individual works themselves are actually quite good, it's just that there's too many of them, and your color choices could use improvement.

That goes for your text as well, as ptoing said.

I don't actually like the font itself, but you have a problem with the background color of your message box. I also think you would be better to use text with a drop shadow, rather than a full border.

Good work, though. I'm especially impressed with the portrait of the bald, monocle'd man. I'd like to see an improved version. :)

37
Pixel Art / Re: [WIP] Fruity RPG Tree
« on: September 27, 2010, 07:33:39 am »
The more I stare at it the more I like it. I never liked the LttP tree style but this one is quite interesting. It looks a bit like a Venusaur on top.

It's a very creepy sort of tree, though. I see three different faces in the trunk of the tree. I assume it's intentional, but I'll describe anyway. It looks like turtles on either end, and the eyes of the turtles create a sort of octopus face with the center root of the tree. It's a very cool effect. I really like it.

If I were to suggest a change, it would be to darken the leave palette a bit. Right now the shade makes the tree look a bit sickly. The color choice reminds me of the color of sprouts off of a potato when they've been kept in the dark. Though, it does help amplify the creepy effect of the tree.

Second suggestion - the middle root of the trunk is bugging me slightly, because I feel like the twisting roots in the center should have a darker outline between them. It looks strange currently.

38
Pixel Art / Re: Does this look done?
« on: September 27, 2010, 07:24:37 am »
Very good first try at dithering.  :)

If you're looking to improve it, I agree with Cure. The right forearm looks strange. There's a very clear line between the wrist and arm. I also think there's too much dark in the palm of the left hand. Try defining the second segments of his fingers. I also think there may be a perspective issue with the right hand in relation to his index finger, but I can't quite figure out what it is. It may just be a problem with the start of his finger and the end of his palm not being defined well enough.

39
Pixel Art / Re: knight sprite, first attempt at walking animation
« on: September 27, 2010, 07:06:49 am »
This is a very nice first attempt.  :)

My recommendations for improving it would be to first speed your frames up slightly. .1 seconds should be an adequate speed. It is currently set at .16, and to me this makes him appear to be moving in slow motion.

That could be a matter of preference though.

My second recommendation would be to make his shoulders move more as he walks. Currently his upper body is very static, and this works against the illusion of his walking. His arms only pivot from within his shoulder plates, which looks unnatural.

Aside from those issues, very well done. :)

40
Pixel Art / C&C on a walking animation template please? (Now with running!)
« on: September 27, 2010, 07:00:46 am »
I'm doing all of the graphical work for a 2D RPG, and I've been putting together a walking animation template. Characters are roughly 32x42, and I'm using a 6 frame animation for each direction. (recoil, pass, high-point, recoil, pass, high-point)

This animation will be the basis of every character I make (though of course, some characters will have a somewhat modified stride), thus any flaws in this template will be inherent in virtually every character I make for the game, so it's very important to me that I get it right.

Any suggestions are very much welcome!


(Don't mind the green bouncing pixels in the south-walk cycle. It's just a reference for me.)

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