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Messages - Faceless
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1
Pixel Art / Re: Barbarian sprite with NES specs [WIP][C+C]
« on: June 13, 2022, 12:33:40 am »
Big improvement.
That's the reason most games go with an overhead attack like that or a thrust, as they read better.

I'd remove the smear when returning the weapon to the starting position though.
It doesn't really make sense for it to be there as it's not the movement you're trying to emphasise/sell.

2
Pixel Art / Re: Barbarian sprite with NES specs [WIP][C+C]
« on: June 12, 2022, 07:48:07 am »
It's sad how dead this place is.
Keep at it though!

As for your most recent sprite, it looks like he's slapping his enemies with the flat of his blade.
If you want to animate a horizontal slash like that, rotate the blade after the smear frames so it looks like he's actually cutting with the edge.

I'd also recommend animating the legs. If this is a standing attack, then have him adjust his feet a bit, maybe crouch ever so slightly, to signify some footwork. If he can attack while moving, then I'd recommend animating him stepping forward.

3
Pixel Art / Re: Fist
« on: June 10, 2022, 10:44:16 am »
I'm not really sure what sort of help you were looking for, but I've made a fist using the same reference for you to look at.
Main things I tried to achieve was a more distinct silhouette with more emphasis on the knuckles and a more natural slope to the thumb.

Then with shading, I just really focused on the highlights and shadows to try and emphasise the form of each knuckle and digit as much as possible.

Finally, I think your colour ramps were too similar to each other, so I unified it into a single ramp and hue shifted each value on the single ramp. 

Hope it helps  ???


4
Pixel Art / First pixel art in a decade
« on: June 10, 2022, 09:38:26 am »


Well, it's been a decade since I've done any pixel art, but I was feeling inspired, so here's my first piece in 10 years.
Didn't really pay attention to colour count and could probably optimise a lot, but I wasn't really intending this to be a full mockup when I started.

As for the piece, it's fan art for a game called Backpack Hero.
Backpack Hero is an Indie developed inventory management roguelike.

Check it out if you're interested in seeing the original:
https://store.steampowered.com/app/1970580/Backpack_Hero/
(I'm in no way affiliated with the project beyond being a backer on kickstarter)

5
Pixel Art Feature Chest / Re: Night Shop
« on: February 28, 2014, 07:07:51 am »
I think it reads much better with the recent changes, and readability is no longer an issue.
It's ready for polish now imo. milokey's perspective edit works really well, and wouldn't be wrong to pursue, but I don't think it's necessary.
Wouldn't mind seeing some character/creature sprites added to the scene either.
Looks like it would be a great location for an old-school point and click adventure title.

6
Pixel Art Feature Chest / Re: Night Shop
« on: February 24, 2014, 03:58:02 pm »
I butchered your image for you:

No thanks necessary.

In all seriousness though, I think there are quite a few fundamental issues with your image.
The red lines show the actual boundaries of your building. Given this:
-The green X is shows a window which is drawn as though on the side of the building which is physically impossible.
-The green arrow is meant to indicate that the doorway should be moved to the right so that it's in line with the front of the building.
-The green circle is just highlighting a space where I think there should be an object of interest. It could be anything from a boarded up window to a sign.
-Finally, although you want the house to look crudely made, I think the support beam at the top of the roof should still be (close to) centred between the two slopes of the roof rather than pushed as far forward as you have it now.

7
Pixel Art Feature Chest / Re: X-Men Clone Wars Mockup [C+C] (animation)
« on: February 24, 2014, 12:29:37 pm »

Here's a quick and dirty edit to show how I think Wolverine's pose can be improved.
Hope it helps.

8
General Discussion / Re: NEW CLUSTER STUDY THREAD!
« on: January 30, 2014, 11:22:09 am »
... but I do question why a single pixel of anti-aliasing used to define a shape or curve that would otherwise be impossible at a given resolution can't be considered part of a cluster?

I just tell people that we pay more attention to the pixels when they are bigger, and less attention to how everything meshes together into a whole.

True enough, but I see heavy use of 2x2 pixel squares in Helm's star girl wip, and that is effectively a bigger pixel, but that apparently counts as a healthy cluster by his definition. I'd contend that two diagonal pixels with anti-aliasing to fill the 2x2 square would in most cases look more natural at any resolution than a solid colour 2x2 square. It's particular noticeable in the rib area. Also, I'd say in his effort to avoid using single pixel diagonals he's created more noticeable banding on her waist area, above her hips. Particularly on the left side of the image. It still looks great as a whole, but I'm not seeing how it is improved by a refusal to use single pixels or single pixel diagonal lines. Honestly some of the finished areas kind of look like the second last step in a progress gif before the anti-aliasing is applied.

Another thing I want to bring up is the indents in the door in Cure's mockup. I'd argue that their entire structure (2x2 square hugged by a 3x1 reverse L) is perceived by the eye as one 3x3 square cluster with the shade of the door in two corners acting as single pixel anti-aliasing to make it appear more unified at native res. As soon as you zoom in those areas kind of fall apart. I absolutely think that those indents would look much better when upscaled if they used an extra shade to AA the square corners.

I guess what I'm getting at is I don't think a cluster should always be defined as a group of pixels of the same shade, but rather as a group of pixels that are read as one clump.

---

Edit:
Here's an example of an edit I made (top) to a sprite Slym made that I think illustrates my point about single pixels appearing to be part of a cluster of surrounding pixels that still hold up once upscaled:



Somewhat ironically the edits I made are mostly in line with the principles outlined in this thread before I had even encountered the concept so I seem to have been naturally incorporating it into my work for some time without concious knowledge of what clusters were in pixel terms. The only real change I think I would make after reading this thread is to make the two pixels standing vertically directly above his eye the same shade rather than two.

9
General Discussion / Re: NEW CLUSTER STUDY THREAD!
« on: January 30, 2014, 08:17:07 am »
This thread is interesting to me, and I will definitely be experimenting with this at some point in the future. I think I'm often guilty of using too much AA in low res sprites which can have a muddying effect, but I do question why a single pixel of anti-aliasing used to define a shape or curve that would otherwise be impossible at a given resolution can't be considered part of a cluster? A sub-pixel cluster if you like.

Looking through the examples posted in this thread, in particular Cure's, I have to say I prefer the befores to the afters in most cases when viewed at native resolution.  It really seems to me that eliminating the use of single pixels is most beneficial when viewing a piece at a non-native resolution. Given that screen resolutions are becoming higher and higher I can see the value in that, particularly for game art that might be ported to multiple devices with different screen resolutions, but for pieces that serve no functional purpose I question the necessity, and even the validity, of avoiding single pixels.

10
Pixel Art / Re: [WIP] Pixeljoint Mimic Me Challenge
« on: January 13, 2012, 03:12:42 am »
Thanks jams0988, I don't think this was one of Morganne's better works, and she's improved a ton since originally making it.
I guess the Pixeljoint administration agree since they picked it for this challenge.
As for the smooth shading, I'm actually using 12 shades of purple so I wouldn't really call it low colour.
If anything I've probably overdone it on the colour count, but I don't see much reason to limit myself on this one.

Progress has slowed significantly, but at least I have made some headway; I've updated my first post with current version.

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