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 - Decroded
Pages: 1 [2] 3 4 ... 128

Pixel Art / Re: Platformer Mockup
« on: May 22, 2018, 01:11:50 pm »
cant see image

Pixel Art / Re: Pig [CC]
« on: May 22, 2018, 01:10:22 pm »
i like the character.
i think the red eyes in the horns should go personally.
i really like the placement of the other smaller red eyes, looks more badass.
but i think that area would need some general adjustment to compensate.

Pixel Art / Grasslands - rough tile concept
« on: May 18, 2018, 11:42:18 am »
probably would be a nightmare to tile  :mean:

Sorry if inappropriate for this thread, but I wonder what it takes to bend your mind to work in this perspective?
I tried briefly and got brainhurt (OCD!).

If anyone has broken through this wall, perhaps you could share.
Are there some basic principals and rules to follow?
Certain conditions to avoid and suggested workarounds?
If so, it seems appropriate to relate these back to examples from this particular game for the sake of this thread.
Perhaps taking this thinking out of it allows us to ignore the illogic and just paint!

Pixel Art / Re: [OC][CC] a star wars commission
« on: May 18, 2018, 02:11:46 am »
also for me, the gun aiming directly at camera kinda breaks the fourth wall.

EDIT: oh! and i only just figured out that was an AT-AT on the right. the splosion made me see it as some weird bipedal box droid shooting a failgun  :lol:
this leads me to suggest expanding the canvas sideways a bit to give more space.

Pixel Art / Re: please critique this chair design
« on: May 18, 2018, 02:09:28 am »
those armrests would be distinctly uncomfortable
not if you had curved forearms.

re crit IMO: select all black, press delete, paint in the gaps.
especially the outlines inside the asset look bad and are unnecessary.

Pixel Art / Re: Disparate measures - Cave Tiles
« on: May 17, 2018, 02:48:59 pm »
I was about to humbly suggest stalactites, but refrained from that because I thought the player might read them as spikes capable of dealing damage.

Perhaps making them more recurved or weavy like the big stalagmite on the floor could make them a little less threatening?

Oh, your piece is absolutely stunning :o, It motivates me practice and develop my skills to get to that level some day, and I can learn something about tiling natural shapes from it
Yeah I gave up on stalactites for now but will probably add some on variation tiles.

In this iteration I'm surprised how many tiling options I have with just a handful of tiles  :huh:

Pixel Art / Re: [OC][CC] a star wars commission
« on: May 16, 2018, 11:25:59 am »

I am aware that there is a lack of highlight with warm hues from the flames on the surrounding objects.
This is off to a good start  :y:
The background gives a great feeling of chaos and destruction.

The STYLE of shading on the main character is the first thing that needs attention.
Would love to edit if I can find the time but need more info from you first.
Please show some reference images of characters and props, this makes it easier to help because I haven't seen all the recent movies and don't recognise the character.

Re the fire, its not just the colours but also its place in the scene is distracting and feels off to me.
It could be an idea to flip smoke and fire horizontally and find a more balanced place in the scene.

EDIT: Also please tell us if u want this to give the impression of game art (eg character looks like a sprite), a static art piece (character is painted into the scene), or somewhere in between.

Pixel Art / Re: Disparate measures - Cave Tiles
« on: May 13, 2018, 12:06:30 pm »

dirty dump of the tiles to see what needs work.

Pixel Art / Re: Disparate measures - Cave Tiles
« on: May 12, 2018, 02:45:52 pm »
the ceiling rocks feel compare dto the bottom rocks very stylized and graphical.
Probably it's better to stick to one similar style for ceiling and bottom, considering if it's a wet cave (looks moist bc. of the waterfalls) that stalactites will propably form. This means you should have the same forms as on the ground but some of them should ease into stalactites.
something like this perhaps.

Pages: 1 [2] 3 4 ... 128