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Messages - Geti
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51
Pixel Art / Re: Shading
« on: February 02, 2011, 02:50:18 am »
The black ones.

Your anatomy is... fucked up, to say the least.  Get some refs, and before progressing do some shading practice on generic shapes, like cylinders and prisms and cubes etc. Learn to shade before trying to apply it to a piece you're already fumbling the anatomy on ;)

52
Pixel Art / Re: Terrain and House - "Sidescroller" style landscape.
« on: February 01, 2011, 04:46:56 am »
Everything looks really good, especially the fire/smoke, tho it could use some sort of ground telling us its a lantern, cos atm it looks as the other poles tha's holdning the ground and other stuff up. Another thing that bothers me is the pink/skin-looking colour uve used at some places, you should consider changing it and maby add just a little more contrast into the picture, cos at first I thought it was a JPEG cos of the simmilar colours.
Yeah, I do need to play around with the colours more but PictureWars always seems to use low contrast anyway, so it's more of an attempt to fit in than anything else ;) that said, I like the contrast of your edit. The pinky colour used is because I wanted to keep the colours fairly saturated and needed to describe wood, and I quite like how it interacts with the ground, but I might tweak it a little.

Who are you on picture wars? I must say this is very nice, but often maps like this are hard to play on, especially if lazy members don't bother the fix the ground where they've been.
I'm not anyone on the actual picture wars forums, I just play on DRLFF and am internet buddies with Lizard (or Lizzrd as he is on PW), and we're thinking of having a "high quality" match. I personally don't think nearly enough effort is put into the pixelling side of things in most PW matches but I appreciate the realism behind such a statement. Putting the terrain back after you move can be a pain, but I think playing in a more interesting setting is worth it, tbh. I think there's the same difference between a detailed map and a "standard" PW map and illuminated text and crappy paperbacks (or at least a nice hardback with a dust cover), sometimes it's fun to be indulgent, especially when it comes to pixelling :)

53
Pixel Art / Re: Terrain and House - "Sidescroller" style landscape.
« on: January 27, 2011, 11:15:12 pm »
I'm thinking of putting a lantern and a bunch of crates in that middle room, so I'm glad both of you think I should play with lighting ;)

54
Pixel Art / Re: Terrain and House - "Sidescroller" style landscape.
« on: January 27, 2011, 10:16:27 pm »
I'll definitely add some detail to the background, but the deeper ground is going to stay as a block colour as it's intended to show blocked line of sight into that part of the terrain. That said, I need some way of backing the building backgrounds more interesting without harming readability of what's "solid" ground and what's background, ideas there would be appreciated ;)

55
Pixel Art / Terrain and House - "Sidescroller" style landscape.
« on: January 27, 2011, 09:31:09 am »


It's a work in progress. It may be part of a much larger scene for a game of picturewars if I can muster up the motivation for so much detail work, but truth be told I might keep it this size and just add some characters to spice it up and keep it as a portfolio piece.

I'm happy with most of what's done but need some way of adding more detail to the backgrounds inside the structures without losing the definition between foreground and background. If I get around to it I'm hoping to finish it off tomorrow, but thought I might post it here for some criticism, you guys are a much better catch of the various possible idiocies than I.

56
Challenges & Activities / Re: Tzigla Rocks!!!
« on: January 20, 2011, 08:03:38 am »
I want to see our tiles :(

I should do another one or two then, I suppose ;)

Nice to see all this progress made in my absence.

I'm confused as to why "crazy" shaped tiles are labelled difficult here.
Obviously you have to fetch the data a different way but if you overlay the images with alpha you only need to know the 2D offset at which the tiles tessellate and if that alternates. For iso tiles, you use placement_x = ((coord_y - coord_x) * block_pixel_width / 2) and placement_y = ((coord_x + coord_y) * block_pixel_width / 4) where the block_pixel_width is the "diameter" of the tile from the furthest apart opposing corners. Similar rules can be made for hex tiles and the like (though hex tiles have an alternating x offset each row), and I'm sure the same could be said for "crazier" shapes. The person setting up the board could be able to define the shape to be used with a mask (1 bit image) and the offsets, and have an example presented to them as to what the server would tessellate those objects as with the rules provided so they could tweak that beforehand.

Sure, it's not as nice as just multiplying the numbers but programmatically it's not much worse, and could make for some awesome collabs. The hexquisite tilesets could be emulated with the "void" tiles you described earlier :)

57
Pixel Art / Re: MineField - Game art and mockups [WIP]
« on: December 31, 2010, 05:14:30 am »
Though as you see I'm much less resourceful than you are when making tiles. Do you know any site with tutorials or just images about Gameboy games to study?
Reading through that thread it seems most of your problems aren't actually palette issues or detail issues, but more issues with your clusters :) Here's helm's famous "clusters that mostly always work" image.

Try to use more groups of pixels and less stray individual pixels. In your dirt, most of the "texture" pixels come off as noise instead of meaningful structures, which means that the terrain doesnt actually look like much...
I haven't come across many good tutorials for pixel art at all, much less very low colour work, so I've done most of my research through observation and practice. Almost all general pixel art theory applies to gameboy style work though, luckily, you just have to apply it a tad more strenuously. Getting the contrast in a scene right is very important, as is getting those clusters right and thinking about the meaning behind each and every pixel. You've only got 64 of them in an 8x8 tile, so every one counts. Good luck!

I'll get some more assets up soon, I still need to clean up the explosion animation..

58
Pixel Art / Re: MineField - Game art and mockups [WIP]
« on: December 26, 2010, 11:25:46 am »

I played around with housing designs for far too long, but I arrived at something I liked (just shy of shabby overall, with little bits of tech greebling here and there) after much deliberation and am very happy with how it looks in-game:

59
Pixel Art / Re: Walk Animation Help
« on: December 24, 2010, 10:24:31 pm »
You're moving the shoulders and hips in the front and back views but they're static in the side view. Put some swing into his step!

60
General Discussion / Re: A Dithering Thread
« on: December 23, 2010, 11:34:01 am »
I think the problem with some of those rocks is that the end result of the "painting" phase wasn't artefact-cleaned after sharpening so crazy things happened.

I started on an edit but I shouldn't procrastinate what I'm working on any more and I got frustrated quickly with the light source issues O_o in case anyone's interested, I've included it:

The index section should highlight areas where my clusters still suck.

Oh, by the way I did another rock from scratch after wating those videos, Arne. The overall shape sucks but I'm happy with the texture for ~20 minutes, though there's so much I'd patch up if I took another pass (heaps of banding and artefact issues <_<)

it's unsuitable for use as Cortex Command terrainDebris by the looks of things; very likely just because it's at a different viewing angle.

Semi-relevant for all the 50% dithering.

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