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Messages - Luzeke
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11
Pixel Art / Re: Current wip looking for advice.
« on: August 31, 2008, 11:30:13 pm »
First things first... it's huge! You could scale it down to a third of it's current size and it wouldn't hurt it. Would also make it more manage-able to work with, and closer to be called pixel art.

Anyway, from what I've seen from your other thread, this isn't on par with your current level of skill. Right? Why not re-do the sketch and work from there instead? That would make our critique more accurate. But I'll post what I'd originally thought to write anyway.

His stance is awkward, it looks like he's falling forward. The coat movement suggest that he just started to move, backwards. These two things conflict and make the image difficult to read.
You need to work on your facial anatomy. The eyes looks like he's a madman (if this is intentional that's fine though), but the face need some fixing up. Check pictures of real people in that pose. The body is okay, but could need some work, mostly in posing. Although... he has six fingers on his right hand!  :o

The way he holds the guitar looks very uncomfortable, especially if he's moving about. I would change it so that the guitar at least face the other way, otherwise the strings would get stuck in his hair when he moved. It would also make it easier to work with without losing the effect the guitar was intended for, since the silhouette of the guitar would be more important than the details.

Finally I'd say, take a few steps away from manga/anime and learn to draw actual human beings first. I had to do that myself. It's worth it. When you get the hang of anatomy there's no trouble in doing manga style again.

12
Pixel Art / Re: Tsu-Moe [updated 8/29]
« on: August 29, 2008, 08:12:49 pm »
This is looking really cool. Definately keep the stripes, looks much better with them. Adds another layer to the sense of form as well.  :)

To add more detail and character, I'd add some patchwork to the knee area. Since he obviously skates he's bound to fall on his knees more than a few times.

13
Challenges & Activities / Re: Mockup Frenzy #8: Megaman!
« on: August 23, 2008, 12:05:53 am »
BruteMan is looking good too, though I gotta say, I liked his original design best.
I think making him hover doesn't really work with his name because flight suggests agility. A guy like BruteMan would work best being well-grounded with thick legs, like an inmovable mountain.

Yea, on second thought I agree. He'll get his legs back.
I like where Warp Woman's going, looks good.

Here's the avatar for Brute Man  :)

14
Challenges & Activities / Re: Mockup Frenzy #8: Megaman!
« on: August 21, 2008, 03:38:34 pm »
Went back a step and messed around and came up with this:



Cut off the legs and made him fly instead  :D
The chest detail is a separate 8x16 sprite (I assume 8 is height and 16 width).
Anyway, he stays this way. At least for now, flicker be damned.

And here's an enemy:



A bird-bot. I'm actually not sure if I think it fits at all...

Working on the tileset. That's always the hardest part  :'(

MtŪ: The new avatar is an improvement, looks good. :)

Zccc: Looks cool, beehive stage ftw!

Btw, is the 8 sprites per scanline a finite amount restriction, meaning there can't be more than 8?
Or is it that more than 8 causes severe flickering?

15
Challenges & Activities / Re: Mockup Frenzy #8: Megaman!
« on: August 20, 2008, 07:01:04 pm »
I think I've managed to make him NES-ok. Had to take away the axe for that though, it took up too much space. I also made him monochrome. Save for the face there's only black, orange and dark red. I could make him use double sprites, as Pietpiet talked about in the above post. Sort of like I guess they did with Plantman. But that up the sprite count unreasonably.



I guess the axe has to magically appear when needed  :P

16
Challenges & Activities / Re: Mockup Frenzy #8: Megaman!
« on: August 20, 2008, 05:50:11 pm »
Tried to make him smaller without sacrificing too much. I guess he's still too big :durr:. Made so that the feet uses the same sprite.
Then I tried to further make him less wide.


De-widening > Further De-widening > 8x8 breakup of the leftmost sprite.

Technical things aside, i really like bruteman. He fits megaman and has character. With a bit of headscratching it should be possible to get a result very similar to what he looks like now AND meet the restraints too.

Thanks  :)

17
Challenges & Activities / Re: Mockup Frenzy #8: Megaman!
« on: August 20, 2008, 03:24:45 pm »
I used Stone man for size reference, but maybe he got just a little too big :P. Anyway, hacked away at the colors and scaled him down to using 2 palettes max.  :)
Also fixed the axe. Does it look better?



I'll see what I can do to scale him down, without loosing the effect I wanted.

18
Challenges & Activities / Re: Mockup Frenzy #8: Megaman!
« on: August 20, 2008, 01:32:28 pm »
Here's what I currently have on my guy: Brute Man!



I think I overshot color restrictions with 2 colors with the axe. The level theme is going to be a medieval battlefield with wooden siege machines and stuff  ;D

Edit// May change the axe, it looks a bit off...

19
Challenges & Activities / Re: Mockup Frenzy #8: Megaman!
« on: August 19, 2008, 03:20:00 pm »
I think this is an awesome challenge, being the mega Mega Man-fan that I am  :P

Going to work on this instantly!

20
General Discussion / Re: Megaman 9 with 8-bit graphics
« on: August 05, 2008, 09:34:48 am »
Maybe there'll be a hard mode simulating "semi-broken cartridge"  :P

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