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Messages - Greger
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21
Pixel Art / Re: [WIP - C+C] "Mr White in Happy Land" Mock-up
« on: April 15, 2011, 10:35:15 am »
Looks real good. Personal opinion on the background though - Add depth to the bushes, in a similar way to the clouds above the scene, perhaps? They just seem a little flat and don't fit in.

I think the clouds shouldn't have any depth, they seem to be just posters. The bushes definietly needs some depth however. Something that needs to be fixed is a source of light, right now it appears to be everywhere and it messes up the overall quality of the picture.

22
Pixel Art / Re: Art for a iPhone game
« on: April 15, 2011, 09:41:38 am »
Posting again to show you guys the new colour on the rocks and cliffs.
That's looking way better!
Another problem now is to make the walls closest to the viewer to appear as if they are as tall as the other walls. Maybe transparent shadow (at 50%) that stretches for four-five pixels?
I think it's recognizable enough as it is. The character's shadow is directly beneath him, so a shadow of the wall would not be visible. In fact, I would remove that thick black outline on the top of the away-facing walls. To give the wall some depth, you could allow the character to walk behind them.

Yeah that is true, I'll get it done so that you can walk behind them then :)
Edit : Done a complete tileset for the cave now.

Edit2 : I've made doors now:

23
Pixel Art / Re: Art for a iPhone game
« on: April 14, 2011, 05:58:00 pm »
Posting again to show you guys the new colour on the rocks and cliffs.

Another problem now is to make the walls closest to the viewer to appear as if they are as tall as the other walls. Maybe transparent shadow (at 50%) that stretches for four-five pixels?

24
Pixel Art / Re: Art for a iPhone game
« on: April 14, 2011, 11:58:05 am »
Nice to meet yah Gregor. Anyway thought I'd give you some opinions (I say opinions because I'm a noob myself)
Anyway first thing I notice about this is that your tiles have a larger saturation than your knight. Due to this the tiles pop a lot more than your character, causing the eye to fly straight past the knight.
Your new cave walls definitely look better however the rocks bland in with the roof part of the walls, add some more blue to the tops and slight yellow tint the rocks, aka move them slightly in opposite directions of the hue wheel thing.
As for your grass you need to try and break away from the grid, aka not perfectly square as you have it. See how your cave base turns, try something similar to that with your grass.
As for the original walls, I kind of see upside down picket fences. Unfortunately that distracts me from giving any real C&C on that.

ps see how you have that purple colour ramp, 3rd wall map, trying doing something along those lines for the knights armour to make him more notice-able.

Hey, well opinions still matter :)
Yeah the tiles do pop out a bit too much, I cut down on the saturation on the tiles now and make them blend in more.
You're right, they do blend in too much, I've fiddled with it a bit as you'll see below, I need to make it darker though (or make the knight brighter) because the knights blend in too much right now.
Redone the walls now, made it more brick-like and less like just long lines of rock.
I'll see what I can do about the grass, not entirely sure on how much (or if) I'll use it, if I plan on using it a lot I'm definietly going to do what you said and stay away from the grid. Thanks for the help!

Edit : Updated so that the knight is brighter, I have also started working on an alternative stance.

25
Pixel Art / Re: Art for a iPhone game
« on: April 14, 2011, 10:01:47 am »
I'm really struggling with getting the walls looking like it could be part of a cave, I've done some grass though!

I also added a black outline to the knight, personally I think it really looks a lot better and it gives it a nice contrast.

26
Pixel Art / Re: Art for a iPhone game
« on: April 13, 2011, 10:53:20 pm »
I've done some more progress, done some sort of cobblestone and worked some with the colours on the knight.


I tried to do something that looks like mountain but the perfect square shape isn't helping me, I have to experiment with shapes to get it to look more like mountans and less like something chiseled out.
I need to get the cobblestone to either look more natural as if it's outside or work on it to make it look more like something that could actually be inside. Anyone know how I could do that?

27
Pixel Art / Art for a iPhone game
« on: April 13, 2011, 04:49:22 pm »
Hello once again, I am currently working on art for a iPhone game, the gameplay is meant to be sort of like dungeon desktop, or pretty much any 2d dungeon crawler.


So far I've only done the basic tiles that are going to be used for a majority of the game, I have some problems with picking a good colour for the walls and I have a few to pick and choose between (or maybe even have to redo the colours all together).
I have also made what was supposed to be the player character, I have some problems with colouring on this one however, it sticks out just a bit too much and I fear that there just isn't enough contrast.

What I have planned is that every tile and character is going to be twice the original size later in the game, to make it easier to see and control. I haven't yet decided if everything is going to be static (as in, when the characters move you'll only see the front of them all the time) or if I'm going to draw them in every direction they can walk.

Would very much appreciate any help you can give!
Thanks in advance.

28
Pixel Art / Re: Platformer Cave Scene
« on: April 13, 2011, 04:27:55 pm »
How come the hyena is shaded as if it's on a bright summer day if he's inside a cave? He should be slightly darker and have the blue caves reflect some of the light on him(her?).

29
Pixel Art / Re: 8-Bit(ish)Dojo (New to Pixel Art)
« on: April 12, 2011, 12:21:56 pm »
Update: Added tons of things. Ive done allot more then this and will post the rest tommorow.




Ok, the first problem is your palette :

You are using 19 colours, and a few of them are almost identical. No wait, 20, I forgot to include the skintone. It's a waste of colours and if you're after an 8-bit type of look you're going to need to cut down on the colours. For instance, the samurai in red is using 7 colours, whereas 8-bit uses 4 colours (including transparancy) in an 16x16 (I think, please correct me if I'm wrong) radius.

Another thing you're doing wrong is that you're colouring with a shade of brown that goes directly from light brown to dark brown. You have to think about light, if it's during the day then the lightest part are going to have sort of a yellowish hue to it whereas if it's night you're going to have to add a blueish tint to the lightest parts. Once again you have to work on contrast, some pieces are almost identical in the brown colour and the parts where there is no light has to be almost pitch black. You have to work with defining the shape of everything too, use shadows and light to make everything pop out. It looks like it's completely 2 dimensional, there is no depth to the house or anything.  The railing for instance needs to pop out more, whereas the wood behind it has to be darker to give it contrast so that you can see that it's actually railing and not just something plastered to the wall.

Right now it looks like a big mess of random lines in various shades of brown, you want it to stand out so that you can tell that it's actually a dojo and not just something that looks like a dojo but in various shades of brown.

30
Pixel Art / Re: Daft Punk helmets
« on: April 11, 2011, 06:24:57 pm »
I started working on the colours and overall shape, and I ended up with something completely new:


So I guess this is the new piece I want help with (and I'll change the name accordingly).

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