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Messages - Phlakes
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51
Pixel Art / Re: Walk Cycle & Grenade Throwing Animation [C&C Please]
« on: December 10, 2012, 06:08:40 am »
As far as the walking, it looks like his legs are never fully extended (they might be in one frame, I'm just looking at the animation), which makes it feel like he's crouch-walking a bit. The movement of the arms also needs a bit of smoothing at the two peaks. They should get slower rather then instantly jump back into swinging.

52
Pixel Art / Re: Bar scene corrections
« on: December 05, 2012, 05:21:44 am »
One question: when I shifting brightness, do I need to shift hue with the same amount as the brightness? Or I shifting it differently?

I'm sure there's some math you can put to it, but it's really just whatever you feel like. Some games go as far as having the shadows be solid purple and highlights be solid yellow (i.e. shifting about as far as you can), but it's perfectly fine to just have hints of cool and warm. I'd suggest playing with it and seeing what you prefer.

Quote
And one more question: how much colors do I need, to restrict my color palette?

Just like the shifting, it's all about what you're comfortable with. You probably don't need more than 5-8 colors per object, and you should try to use the colors you have as much as is appropriate (like using the highlights of the wood for other yellowish things). If you want to challenge yourself you can always set a hard restriction, maybe 32 for something like this. But again, it doesn't matter unless you want it to, as long as you still keep it controlled.

53
Pixel Art / Re: Bar scene corrections
« on: December 02, 2012, 02:52:56 am »
Visual Priority

is how a piece of art tells your eye what to do. Naturally, important things (foreground elements) should be at the top of the list. That way, the second you look at something, your eye immediately recognizes "I should be looking here".

There are a few ways to do this.



This is a striped box on a striped background.

1. They sort of run together a bit. It's obvious why- they're the same colors and have nearly identical features. If it wasn't for the two horizontal lines, the box would be nearly invisible. This has very little variation in visual priority.

2. Contrast- Look at a picture of a landscape. The further the land goes back, the more is dissipates into the atmosphere. That's about all there is to it. High contrast things stand out, and standing out is exactly what brings your eye to that thing.

3. Hue- This is basically the same principle as contrast, but this is not the one you want to rely on. It's still good to use, though.

4. Value- Also the same principle as contrast.

5. Shape- This can either be achieved externally (the silhouette, e.g. that circle) or internally (the pattern in the box). It's probably where your piece is the weakest. It has a lot of vertical lines, and with the background being at the same priority in most other aspects, they're very hard to separate.

6. Level of Detail- And back to the same principle as contrast. This is a big one for games. With a busy background, foreground elements easily get lost.

I'd go into more detail if I had the time but I don't. EDIT: That sounded really douchey, I hope it didn't come across too bad.

54
Pixel Art / Re: Jill emotions, run cycles, Craziness!!!
« on: November 29, 2012, 02:30:24 am »
You shouldn't just copy PP's work. You don't learn anything that way that you wouldn't from just looking at it.

Take what you did learn and start a new one from scratch. Maybe use the other one as a reference for a bit, but you should try to do as much as you can on your own.

Naturally, and I don't mean to offend, you probably won't be as happy with it, but you shouldn't sacrifice experience to make good things now, you should sacrifice quality to get experience.

(I was talking about PPD's sprite earlier, also - Facet)

55
Pixel Art / Re: Pixeling feet, hands, and face - Need help
« on: October 27, 2012, 05:09:40 pm »
Did you save it as a .jpeg? Because .jpegs dramatically reduce the quality, and turn this-



into this ugly thing-



Never use .jpegs for pixel art. They're for compressing large photos. Always save it as either .png or .bmp.

56
Pixel Art / Re: The Walking Dead (Anti Aliasing by hand) [WIP][C+C]
« on: October 25, 2012, 09:50:41 pm »
Here's a bit from cure's tutorial that explains it better than I could-

Quote
You may find that pixel artists often advocate a low color count. You might assume that this is just a tradition leftover from the olden days of pixel art, back when video game consoles could only display a certain amount of colors.

If modern computers can easily display hundreds of colors, why shouldn't you use them all?  In truth, using small palettes isn't an outdated tradition of pixel art, and there are very logical reasons behind this practice.

Cohesion- When you're using less colors, the same colors will reappear throughout the piece more frequently. Since the different areas of the work share the same colors, the palette ties the piece together, unifying the work.

Control- The smaller the palette, the easier it is to manage. You may, and probably will, want to change adjust a color later on. If you've got 200 colors, it's going to take you a lot longer to make the adjustments, because by changing one color you've thrown off its relationship with the colors neighboring it on its color ramps, and adjusting them means changing the relationships between those colors and their neighbors! You can see how this quickly adds up to a lot of work. With a smaller palette, the effect of changing a single color is more substantial, and there are less micro-relationships to worry about.

You're right, art has no limits, but what you have right now is a little blurry and incoherent. The first step in solving that is reducing the colors.

57
Challenges & Activities / Re: Totem Pole!
« on: October 13, 2012, 02:57:41 am »
Please excuse the ugly animation. It's been a long time and I'm not in the mood to sit down and shake all that rust off just yet.


58
Pixel Art / Re: 32x32 with a strange palette
« on: October 06, 2012, 11:35:58 pm »
So where did you get that palette? It's quite horrible! :D Is it for some challenge or what? Anways, you made a good choice going with a dark scene as that's one of the few decent registers in that palette. An underground lava-world is probably what those colors could do best?

I have an old supply of a very specific kind of card stock, which I can't find anywhere any more, so I've been meaning to put it to good use. So I'm just using the colors that I have on hand. I'd forget all that and buy some more, but I don't have that kind of (see: any disposable) money right now.

59
Challenges & Activities / Re: Totem Pole!
« on: October 06, 2012, 04:03:12 am »
It's not as fancy as those two, but a nice solid base for Blune-


60
Pixel Art / 32x32 with a strange palette
« on: October 05, 2012, 08:06:47 pm »
This one's pretty simple. Just a 32x32 whatever which I'll then make with card stock squares on a base.

The only outstanding thing is that my supplies are very limited. I only have 24 colors to work with that I didn't choose.



And it's pretty much all over the place. The best parts of it are the variety of dark blues and that nice red-yellow ramp, but other than that, it's a bit of an obstacle, especially with such a big gap between the shadows and highlights.

Now, what I make actually doesn't matter, so the main focus of what I do is if it can be represented by that palette.

I started off with a beach at sunset that didn't have anything to to bridge the blue greys and yellows, tried some green mountains that could almost fade into an ugly grey sky, and this morning I actually paid attention to the colors I have and did this-



-zoomed for people like me whose browser blurs when it scales-



-which I'm not a terribly big fan of, especially because of how it doesn't work well zoomed in, which is how it would be viewed once the actual thing is made.

So it would be nice to get some input from you professionals that know a whole lot about palettes, since I've never taken the time to get into it. I usually just wing it and edit.

And again, "standing torch thing at night" is every kind of tentative. I think I'd probably prefer to do something different, but the colors are the main priority. I could even go completely abstract if I wanted.

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