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Messages - JonathanOfDrain
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Pixel Art / Re: dump time
« on: June 10, 2009, 08:30:15 am »

blah blah blah
also if anyone who can actually skateboard well could give me some crits on the stance that would be rad.

I think the most obvious thin I can point out is the skateboard, it looks like something from the early 90s. The most common shape is a symmetrical round nose/tail. While the tail/nose do "pop" up a little they aren't that exaggerated, they also "pop" the same height.
When you skateboard you kick/pump more than you just glide. Might want to have him constantly kicking/pumping, otherwise the speed won't make sense. He'd jump on the skateboard move a couple meters and then he wouldn't be going anywhere.It might be beneficial for you to watch some skate videos. Even though they're mostly about the tricks you'll see that they're almost always crouched unless there's a cute girl around or they want to look cool. That's how it was for me at least. So bend them knees.
The knees shouldn't be pointing backward either. Not that much at least. His knee would be pointing at us/the camera. The front leg would undoubtedly be pointing forward.

I hope this helps. :]

Pixel Art / This robot can kill you with a Dminor7 chord!
« on: June 06, 2009, 10:11:28 am »
I've been working on a little project using the Guitar Hero Xplorer controller. I've finally figured out the basic design of the game and how everything should work. Game Maker has built-in support for joysticks and the Xplorer is an accepted joystick!
After doodling in notebooks about it for the better half of a year I've decided to turn it into a game! I was using filler graphics from an old NES look-a-like project, for the sake of not having to make new ones. It's been too long since I've pushed pixels and it shows.

Here's what I've made in chronological order:

I don't really like the in game rotations so I think I should just pixel each pose by hand.

I'll have some sketches up later today.

Pixel Art / Re: SVD Sniper Rifle WIP
« on: May 10, 2009, 03:06:25 pm »
You are using 77 colors. Why?

I made a rough edit for you.

33 colors (still too much)
That pale pink-brown doesn't seem to be working very well for you. It'd probably be beneficial for you to have a few colors dedicated to the color of the wood. When someone sees that group of colors they'd instantly assume it's wood, assuming you shade them similarly. The metal parts look very very flat. The scope should look like a cylinder atop the gun instead of a weird shaped block. also shouldn't the eye piece be more symmetrical?
The stock and furniture of the weapon are suffering from pillow shading. After looking at a reference it seems you've squished the clip and the trigger together. The clip would probably be bigger.

-Define those forms.
-Cut that color count down.
-Use and post a reference.

Pixel Art / Re: Gish!
« on: May 10, 2009, 02:50:23 am »
Clean that outside and it'll increase the neat by a good 5 or 10 points.
I'd like to see a little bit of color in the black... if that makes sense.
The slick mode should be shinier than normal. Sticky mode looks more like upside down mode. Heavy looks ok but some rigidness might help it look heavier.

Pixel Art / Re: Death Note Sprites
« on: May 07, 2009, 02:17:41 pm »

Any comments?

Just one.
What is he doing? Looks like he's umm... you know. "Taking care of business".

Pixel Art / Re: New ref
« on: April 30, 2009, 03:22:44 am »
Maybe it's just me... but I think once you move the silhouette of the figure it looks silly and exaggerated. Try not moving the shape of the guy, might help the jerky movements.

Pixel Art / Re: [WIP] First try
« on: April 30, 2009, 01:56:15 am »
Doesn't work for anyone else.
Try uploading things to or even

The .png you linked us to is replaced with a flashing green and white image that says

Pixel Art / More flap, less fap.
« on: April 29, 2009, 11:23:19 pm »
Made this little wooden being for the sake of seeing if I could still push a pixel.

It was supposed to look like it was trying to fly. Looks like it's struggling to keep it's head above water.

C+C on design, animation and pixel technique are all welcome.

2D & 3D / Re: Sky Viking!
« on: April 26, 2009, 02:08:12 am »
The main character doesn't read very well. Mind putting down a drawing of him? More frames would help the animation

You might want to look at the game Worms: Armageddon, after an area is destroyed there's some trace of it. Having a background remain after the area is destroyed would give it a little bit of depth.

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