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Messages - Tetiro
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Pixel Art / Re: Need Drastic Help with my Black Fading Sprites
« on: March 29, 2014, 01:46:55 pm »
It is actually pretty simple:
1) I started with a withe rectangle in a white background in PS
2) I added a black glow effect to the layer
3) I flattened the image and added little noise effect (maybe 2% can't remember)
4) I covert it first to greyscale and then to bitmap with a diffusion dither

then i edited the result by hand to have it 'right' :)

Does this mess make any sense to you?

I guess PS is Photoshop right? Dang. Don't have that program :(

Pixel Art / Re: Need Drastic Help with my Black Fading Sprites
« on: March 27, 2014, 10:03:42 pm »
Not sure of what you are looking for, a context surely will help
My best guess is this:

Hope it helps

So naturally made! How did you make this effect? :)

Pixel Art / Need Drastic Help with my Black Fading Sprites
« on: March 27, 2014, 08:46:15 am »
Hey guys, I really need your help.

For my game I sprited some black fading sprites so that the game areas would fade to black so that the border looks better in the areas.

But in all honesty they suck. They drastically need improvement. But I can't get it right. Every method of fading with pixels I know has failed. I am lost as to how I can improve them to a sense of quality.

Can anyone help me improve them? I don't know what to do.

General Discussion / Tutorials on Animating Flags?
« on: February 20, 2014, 07:46:33 pm »
Hey guys,

I don't normally post here as most answers can be found by a good Google session. However this time I have had very little luck.

I love pixel art and I wanted to do a game in pixel art and one of the things I need to sprite are flags. I can sprite still flags very easily but it is once I need to animate I fall flat on my face and get dirt in my eyes.

So I thought I would ask here as this community has never steered me wrong. Has anyone got any good tutorials on animation flags for pixel art?

General Discussion / Lackluster Shading/Highlighting?
« on: January 08, 2014, 01:16:21 pm »
Hi guys,

For the last year, my pixel art abilities have vastly excelled. But there has been one problem. Shading. I know of the techniques like pillow shading, spotted and all sorts.

But when it comes to the colours, it can sometimes lack a good feel. Take my current project. It's using a custom 9-bit palette (the RGB increases/decreases by values of 32). So naturally I decrease the values by multiples of 32. This does work on some of the colours but for some of them it doesn't look right.

So I thought I'd come and ask your advice. How do you approach picking colours for shading? Do you decrease the rgb? Decrease the hue?

I'd really appreciate it as this has always been a problem for me so I'd really like to nip this problem in the butt.

Pixel Art / Re: Criticize my Style
« on: September 01, 2013, 08:31:17 am »

just used Gimp to explore contrast and saturation with the "color ..." menu. I'd suggest you pick some sample game screenshot (no JPG) that you find aesthetically pleasing and compare the saturation and values for the colours used on the floor, block and interactive tiles, too. You're likely to see wider range of values (higher contrast) for interactive things and close values with mid-saturation on the floor.

Greens, especially, tend to burn the eye when used raw on screen. Our eyes are very sensitive to shades of green much more than shades of blue or red.

Taken everyone's advice and I've had another crack it! I fully converted my palette to 9-bit and made a ruling that only the characters and foreground-tiles can use the limited palette whilst the background-tiles must use the full palette - Changed my mind. Everything can use the full palette!

Pixel Art / Re: Criticize my Style
« on: August 30, 2013, 09:31:20 am »
the colours you're using for your grass create quite some noise by being so saturated and using high contrast compared to the characters and monsters.

I suppose the pink thing in the bottom-right corner is some "translucent" color to let some other layer show up. I don't know why I'm seeing a miniature boat over there, nor what those pinkish things (blades and worms ?) actually are, but I'd avoid contact if I was to play the game.

All I can tell about the brownish part in the upper-left corner is that it doesn't look like I could walk there. It doesn't suggest any precise volume or texture, imho.

Ah brilliant, some crits! How would you fix the problem? (Imagine I know very little on art terms. Because I don't XD)

EDIT: Btw, the graphics you're seeing in the scenario are overworld tiles and characters. So be sure to take that in mind!

EDIT 2: Ok I really see what you mean about the grass and I fear that it will be the case for all the floor tiles. How can I tone down floor tiles?

Pixel Art / Re: Criticize my Style
« on: August 29, 2013, 08:48:58 pm »
I've updated the image in the topic to show more of the work :D

Pixel Art / Re: How do i make grass for 2d Game
« on: August 29, 2013, 08:15:44 am »
That's a good start! There is no true way to master 2d grass because grass is part of nature.

This is where almost EVERY 2d game has problems with. Nature is IMPOSSIBLE to sprite properly because it naturally grows and moves. Unlike say a building that is man-built.

The best way to do it is to make the grass reflect YOUR style. Don't let the your style reflect the grass. For instance, in my RPG. Because I wanted to make the graphics like a 16-bit rpg, I sprited all the graphics like you would in say Final Fantasy 6 or Chrono Trigger.

Perhaps if you showed us more graphics then I could help bring the grass to your style.

Pixel Art / Re: Criticize my Style
« on: August 27, 2013, 08:18:21 am »
@r4c7 -  I shall produce some concept art ASAP! But until then, think of a blue humanoid dolphin but with bird traits

@Decroded - Because the series is heading for Android, there is the ordeal of texture pages. So I want to keep the sprite sizes to a minimum so there is far less texture page swapping. Believe me that takes alot of damage for the game. Plus, my sprite skills lessen as you increase in size :/

As for the bounding boxes, I don't worry about them if I can keep the sprite looking good.

EDIT: I will put up more sprites tonight!

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