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Messages - JonathanOfDrain
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Pixel Art / Re: Skillbuttons, items and mockups
« on: May 08, 2010, 04:12:41 pm »
Bringing down the side of your sprites might help you out. Everything looks very very sterile. That's a perfect apple, I've yet to see one of those. Most apples are slightly asymmetrical, tip it and introduce some other colors into it.

This goes without saying, but practice drawing with pen(cil) and paper.

Use references as much as possible. See how other games handle items like yours.

Pixel Art / Re: Platformer Project [WIP]
« on: May 06, 2010, 11:39:19 pm »
Updated with some slopes I'm struggling with. I've got that (huge) rock in the ground so I could break up the monotony of the ground tiles, is it just too big?

Any tips on making slopes? We've got a 32x16 and a 16x16,

Pixel Art / Re: Own name logo CC.
« on: May 06, 2010, 01:52:45 pm »
It's very messy. Cleaning it up would really benefit readability. A lot of the colors are almost the same colors as others. An example of graffiti with 10 colors, strong design and a very clean look. Even thought it's kind of grungey it's clean. Look into it.

Pixel Art / Platformer Project [WIP]
« on: May 06, 2010, 12:07:44 pm »
Working on a little project with a friend. Based around Norse mythology. We've been chatting about old school platform games and old swedish lore. Creating a fun, consistent and semi-realistic style has been a big problem but I think I've got it. Finally.

Things started off... poorly. About a year ago I saw someone make really neat simple characters with very flat volumes. I liked it. I didn't minutes later. Apologies for the background color.

The other day I found a lot of time on my hand so I tried at it one more time.

Got help from someone on the IRC channel (thank you, sorry I forgot who you were/are).

Soon this jig will a run animation. Can anyone direct me to some good run animations to study or maybe some notable in-depth threads in Pixelation? Should I hide the shirt under the jacket? Does the hair read as a mohawk/faux hawk?

Mockup and tiles. 16x16. Any advice or general rules of thumb for constructing tile sets would be more than appreciated. Thank you.

All comments and critiques are heavily appreciated, thank you for taking a look.

Pixel Art / Re: Step by step pixelart
« on: May 06, 2010, 11:15:50 am »
Very nice, I really enjoy seeing the progress on this. It briefly reminds me of Fool's work. Sorry for comparing you to another, but it's intended as a compliment.

A few things that would really help improve this piece is to play with you palette. I think it needs a bit more contrast and some cleaning up of noise areas. The grass could easily become shapes instead of noisy/distracting/messy ... clusters.

Atmospheric perspective is a tool you should at least try to use. It'll give this piece true depth. Fool uses it quite a bit in scenes.

Hope to see more of this and more from you.

Pixel Art / Re: Animation training
« on: May 06, 2010, 05:33:50 am »
Fill it in with some color, then define form. Then add some details. Then make fish for it to eat.

Pixel Art / Re: Muscel Cat (Help)
« on: May 03, 2010, 08:45:16 am »
I hate to be the ass that says this, but cat's don't have thumbs.

Pixel Art / Re: [WIP]Detective's Room background
« on: February 10, 2010, 04:51:23 am »

Hey, just AA'd some stuff. Got rid of a stray dark grey.

Played on some planks, a clock and upon a further look I wish I smoothed out the shadow on from the desk. You might want to put some wood texture in some of these planks. Maybe just something subtle, but something after all.

P.S. @Tourist, that better be a good post or else I'll be mad you made a post before me.

2D & 3D / Re: Bitten by the sidescroller bug...
« on: January 22, 2010, 09:16:58 pm »
I really like the movie, though there is a problem, the panning and movement of the camera is really choppy.

If you look at it, the beginning is, 'Alright, move down. Wait. Move left. Wait.'
What I'm trying to say is that the camera's movement needs to be fluid.

Other than that I think it looks wonderful, especially the ship and the planet.
I felt like that was intentional, though we can ask Howard about that. I thought it had a robot feel too it like footage from a surveillance space camera. Though if it wasn't from that POV it was indeed choppy and needs to be retouched.

Pixel Art / Re: Steel Jungle Tiles? [WIP]
« on: January 21, 2010, 06:32:18 am »
Nuts, bolts, brackets, steel girders these a few of my favorite things.

To emphasize the mechanical/metal/modernness of something. Put a few more bolts on frankenstein and I'd call him a robot.
If you can't sell the metal by itself, which can be tricky, just put in things that will help people identify it. Though if you can sell it as metal I'd still add a few extra bits. Metal is usually higher in contrast than a matte object like tree bark or paper. It reflects more like than it diffuses since it's a smooth material. Usually.

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