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Messages - Tetiro
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Pixel Art / Re: Criticize my Style
« on: August 26, 2013, 07:21:29 pm »
This isn't much to go off of. I'm hoping you've created more assets than just this tiny sprite. Are you the only artist working on this RPG? If so, you have a daunting road ahead, sir. Sure you're up for it? Hopefully you are.

This char reads fairly well, though I can't tell what exactly he/she is. A turtle dude?

Nice colors. But the light grey on his arms gets lost in the blue - no contrast. Seems an odd choice.

Those dark blue dots on top of his head - why?

Very mirrored. The double-thick line down the middle feels cheap.

Keep going.

Oh I do have more if you wish me to show off more of the sprite style. If that would be helpful? And yes I am the only artist but I am determined to do all the art!

It's a cren. A species I made up! I should definitely produce some artwork for it!

The light grey! I will try to fix that up!

The dark blue dots are to show the fin on the top of the head. Is it a bit too much?

As for the line in the middle of the torso. I was trying to make a shirt line, but more deeper than a usual shirt line. Any ideas how to fix it?

Pixel Art / Criticize my Style
« on: August 26, 2013, 02:52:57 pm »
Come one and all! It's time to let your complaining sides out! And in the good way because I need you help.

I have been away from here for a long time because of university and work. But more important, I'm working on a BRPG series (British Role Playing Game. It's a joke on the whole JRPG and WRPG...)

And the sad truth of RPGs and most games is that people want something pretty. Now I have produced a style which looks nice. But I want it to look so good that people are shouting "Shut up and take my money!".

Unlike my previous work, the rules of the graphic style aren't limited. But the colours are limited to the palette shown in the image below.
Now the criticism I want is only on the shading, highlights, etc etc. Not the shape and size of the sprite as that is something I have come to realize I'll get better over time with. It's more the prettiness of the graphics I'm looking at today and not the shape :)

I hope you guys can help me improve my skills! I am open ears to all feedback! (There's only one sprite shown as it gives the idea of the graphic style for the whole game)

General Discussion / Re: Tutorials for drawing still frame of characters?
« on: October 06, 2012, 12:15:20 pm »
Hey guys again, a few months later from this and I'm still having problems drawing decent characters.

Does anyone have any other tutorials? Preferably for beginners?

This may be difficult to explain but here goes. There are a range of games whenever two humans talk between one another, two images appear on the screen to illustrate they are talking. A great example of these images are the characters from the Professor Layton series

Link a Professor Layton page on Spriters Resource. Look at the characters

You also found in some cases, their headshots are used to illustrate them. A good example of this is Final Fantasy 4,5 and 6.

I think the concept of what I wish to learn has been explained. So anyway, I don't suppose anyone has any useful tutorials for being able to sprite still frames of characters?

I'd really appreciate some help with this as I have a game idea which would need these type of sprites.

I definitely claim no credit to the images used in this topic. Kind of a given that I'm requesting for tutorials to be able to sprite them lol

General Discussion / [Discussion] Cancelling out transparency overlays?
« on: November 03, 2011, 04:25:02 pm »
Today's discussion is a good one. Let's start with an example. In this example, the overlay is a black with h,s,v of 40,40,40 and is 50% transparent.

Now, imagine you're playing a game. And you go into a dark-ish cavern. The whole screen gets a overlay of this colour. Now suppose you walk near to a light. The area around this light would need to have the overlay Cancelled Out.

My discussion is this. What would you think is the best idea for this? I thought about applying on the areas affected to be cancelled the colour that is opposite of the current overlay. In this scenario, a colour white with a h,s,v of 215,215,215 and is 50% transparent.

I'd like a good discussion please. I'm curious how you graphic artists would go about this.

General Discussion / Making a retro palette?
« on: October 19, 2011, 04:44:08 pm »
Today I started thinking how the 8 bit era was the best and so I fancy making my own retro palette. However I have no idea how to go about it.

It's not something you can exactly find on the net with ease. I'm not requesting a palette but more asking for advice on making my own palette. (I'm thinking of the third generation consoles when I say retro if it helps)

General Discussion / Need some tips on spriting explosions
« on: August 12, 2011, 04:17:43 pm »
Howdy folks! I've been working on a fighting game that's a tribute to a game development program.

I'm currently spriting the effects for one of the characters but I am useless at spriting explosions.

I was just wondering are there any tutorials, tips, etc that can help me produce decent explosions? If it helps, I only need side scrolling explosion tips and hints.

Ah now that makes along more sense. Does anyone know how many 256 8x8 sets Final Fnatasy 1 ROUGHLY had?

Question then. How did Square Enix make so many sprites for Final Fantasy 1 and 3?

General Discussion / Need some information on the NES and SNES consoles
« on: August 03, 2011, 09:20:15 am »
For my final university year project, I hope to make a game that is almost exactly like it was developed for the NES or SNES (most likely NES)

So I need to know how something.

With 8x8 pixels being a block, that was the max number of blocks for the NES
Same question for the SNES

I'd really appreciate it if someone could find out for me.

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