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Messages - trough
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31
Pixel Art / Re: Fish
« on: November 10, 2011, 03:38:48 pm »
I think you should keep the pose as you have it now, it looks great! Love that palette.

32
Aww, you didn't pick any of ui's  :(

33
Pixel Art / Re: Medieval-age themed mockup!
« on: May 12, 2011, 12:48:25 pm »

34
2D & 3D / Re: Official OT-Creativity Thread 2
« on: April 19, 2011, 03:16:35 pm »
Cure: That is Beautiful. I would buy a print of that in a heartbeat. What medium is that? A woodcut?

35
Oh, I see. Well then I will definitely take a look at that. Thanks PypeBros  :)

36
@st0ven I see what you mean, the rest of it looks rather plain compared to the tree. By foreground, you mean the black ground area right? I don't know how to detail that because the black is the darkest color and the cave background is the second darkest color. Here's the palette I'm using:

Since I can't add a shadow to black, I'll have to detail it with highlights, but I'm afraid highlights would make the ground look too close to the background color? I kind of wanted to keep the ground cross-section area black, because the cross section would not be visible at all to the character.

Or maybe you meant I should leave the cross-section black, but detail the top green area? (I should change that to blue, no grass in a dark cave :P) I might try adding stalactites and stalagmites made of triangular tiles.

@Gamer36  Thanks :)

@PypeBros I'm afraid I've never played that game. Although now that I think about it, I did use a photo of a park ranger and a photo of a chain link fence for reference.

37
Pixel Art / Re: Art for a iPhone game
« on: April 14, 2011, 06:19:16 pm »
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.

38
Pixel Art / (C+C) Another Platform Game Mockup with a Cave and a Robot
« on: April 14, 2011, 01:16:25 pm »
Here is a rather incoherent mockup for a platform game I'm planning. I used Arne's 16 color palette, because I wanted it to look as if it was a game for some imaginary restricted 8-bit system. Currently the sprites are 3 colors only: the main color, transparent color, and a special outline color which is only visible on top of backgrounds with low contrast to the sprite. I will probably post quite a few updates, I plan on spending a lot of time on this to get it looking good.



It's meant to be viewed at least at 2x magnification. How do you think this could be improved? Do you like the 'style' or think it just looks amateurish/boring? Are the sprites readable? All comments and critiques are very much appreciated!

Thanks a lot,
trough

39
Pixel Art / Re: Platformer Cave Scene
« on: April 13, 2011, 03:04:37 pm »
I really like the first hyena's shading better. I think the back leg should have a black outline like the front legs though.

40
Pixel Art / Re: Need help with LoFi sprites
« on: April 08, 2011, 11:11:30 pm »
Here's some options:
Code: [Select]
Straight:
   _____
  |     |
__|     |__


Slightly Above:
   _____
  |_____|
__|     |__
__|     |__


Slightly to the Side:

   _______
  | |     |
__|_|     |___


Slightly Above and to the Side:
    ______
   |\ ____\
___| |     |_
  __\|     |___


I don't know if that's what you meant? Your last post seemed to be a bit vague...

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