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41
Pixel Art / Re: Creature Sprites
« on: April 07, 2011, 08:03:35 pm »
Also, if you want to know what banding is.. Well I'll leave it to this guide, which covers not only banding but also many other things to avoid when making pixel art. In fact, that's what the section's titled; "Things to Avoid". Section IV, part 4 is what you're looking for.

Which Guide?

I know Helm had a good one: http://www.wayofthepixel.net/pixelation/index.php?topic=8110.0

42
Pixel Art / Re: [WIP] night scene mockup
« on: April 05, 2011, 11:50:07 pm »
I worked for a while on this. I broke the perspective a little bit, I think it's much less stiff now and seems more natural. I also gave the doors a slightly more cartoony look, it looks better in my opinion. I should break this into 32x32 tiles which shouldnt be too difficult, I was a bit careless but I didnt completely forget about it so it's quite doable. Now it looks good enough to me, let's see tomorrow when I come back to it. next up would be an enemy and an interface.

edit: forgot to add the image, lol



I think the columns looked best in this version. Now they seem to have lost their perspective. I hate to say it, but I don't think Helm's edit was an improvement  :-X as it also seems to have incorrect perspective at the top of the column?

43
Pixel Art Feature Chest / Re: Making some RPG tiles.
« on: April 05, 2011, 11:43:59 pm »
This is great Perihelion! It's exactly like looking at a screenshot of a well-pixelled SNES RPG. Helm's edit on that metal is very interesting (I'm going to study it because it's exactly the type of effect I've tried and failed to achieve) and yours, while not as quite as smooth, is looking heaps better than the last update! :y:

One criticism though, I think the rows of rivets (holes?) between the floor tiles are confusing and strange, though I cannot pinpoint the reason. The rivets appear to be in a gutter between the tiles, and this gutter is about as wide as the character's foot, so the floor must be really uneven. It must be a pain to walk on that! Why are there so many rivets to hold down just one tile? Right now there is no transition between the grates and the rivets so it looks kind of flat and out of place...

I'm very new to pixel art, so this advice might be worthless garbage. I hope it helps though :)

44
General Discussion / Re: Official Off-Topic Thread
« on: April 03, 2011, 03:49:28 pm »
Agreed. I think I misunderstood what you meant in your earlier post. (If you don't really care for further explanation, feel free to skip over this post and talk about something else)

I wasn't trying to deny it for the sake of making video game violence seem more socially acceptable. It was just something I hadn't thought of before. I agree completely that video games can be a way to satisfy the death drive without causing any real-life problems. But the death drive varies in strength by each person. To some people with a weaker death drive, violence is not only unsatisfying, but disturbing. I'll agree that I have this drive, otherwise I wouldn't have enjoyed Metroid Prime so much.

45
Pixel Art / Re: OctoroC64 (C+C would be awesome)
« on: April 03, 2011, 03:39:44 pm »
Okay, I tried to fix up the AA on the circle. I'm really happy with this. I think I'll leave it as it is and move on to my next project now. :)

Thanks for all the help!


edit: Oops, I forgot to post the update

The circle isn't quite round, but I'm going to overlook that.

46
General Discussion / Re: Official Off-Topic Thread
« on: April 01, 2011, 12:33:21 am »
It's interesting to read this. Do you think all people have a "Death Drive?" I really can't remember ever wanting any deaths to occur.

47
Ancient Romans were very technologically advanced, I don't doubt that they could carve a stone into a perfect rectangular prism. You wouldn't think that from looking at their buildings now, because they are so weatherbeaten.

edit: sorry, I guess I'm derailing the thread. Looks fantastic Dwimori! I like the new brick shading.

48
When Roman ruins were new, they probably did have sharp, perfect-looking corners. Is this picture supposed to be of aged ruins, or how they looked when it was first built?

Maybe I'm just not understanding which edges FRAWG was talking about.

49
Pixel Art Feature Chest / Re: Planning first!
« on: March 29, 2011, 04:42:48 pm »
If this tower was very high in the air, maybe on a mountain, you could have an awesome far-away background with a river, a forest, mountains, another castle in the distance, etc.

50
Have you tried using Grafx2? It's free, cross-platform, and easy to use. The only downside I can think of is the lack of animation support.

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