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Messages - miscdude
Pages: 1 [2] 3 4 ... 13

11
Pixel Art / Re: Boss Detail 2
« on: July 27, 2009, 11:20:09 pm »
the biggest flaw I see isnt the values or colors or anything of that nature. It is that you seem to not grasp how to properly shade objects. most of what you have lacks depth, or any 3d element at all. if you look at lotekk's edit of the hand...thing, you can see that it looks like an orb, not just a circle. things are drawn as if not to even be a 3d object portrayed in a 2d scene, which makes no sense to me if youre going to go so far as to add a back leg. This can be easily helped by just looking at any object (save, maybe paper.) notice how the light hits it, and how different curves and joints and surfaces react to the light. Please don't take this the wrong way, I just don't believe you're seeing what people are really critiqing.

12
Pixel Art / Re: [WIP] Shiny robots
« on: July 25, 2009, 06:33:16 am »
the coloring on the right is far better, in my opinion. as far as smoothness goes, I think the biggest problem I see is the outlines. you did a great job with the legs of some of them, they have a very shiny, smooth appearance. but then the outlines on the other parts just makes them stand out and look strange.

13
Pixel Art / Re: [WIP] Tank project
« on: June 24, 2009, 11:56:44 am »
my engine will support whatever I have time for  :P
thank you, that edit really helps me see how much room for contrast there is. Ill get to work on the contrasted characters/scenery right now.

//edit (edit uptop)
okay, so by lowering the contrast on the dirt and giving the units all more...eye popping palettes, I think the prioritizing should be much better now. I tried to find a midground between mine and yours because it seemed too heavy to me, but mine seemed too blurred. if that makes sense. your mist has inspired me to work on a moderate weathering system...but that can wait.  :D thank you once more.

14
Pixel Art / [WIP] Tank project
« on: June 24, 2009, 11:26:23 am »
Hum. I haven't done spritework in a long time, so for this little project I have going, I think I need a bit of help.
Basically, its a topdown-ish 8 directional shooter. The idea is that you are a merc with a minitank who tries to infiltrate some enemy base or something (story is still..uhm...on its way?) Anyways, for the engine basics I made the character and his tank, along with assistant footsoldiers, enemies, really WIP hud, and some simple tiles.

as you can see, there are some really cheaply done animations for the tank, full rotations for the assist footsoldiers, dead images with the palette of the enemies for your reference, the gun, the player, some other stuff.



some basic animations, just for the sake of having them there...anyways, Im reallly hurting in the dirt/tree tiles, and the tents, I think. I cant seem to make dirt look good without all the noise, but on the same hand the noise just doesnt..quite cut it to me. Any help for anything here is appreciated, be it on the sprites tiles or hud. and any help regarding making the tank animation look good without it bouncing up and down(doesnt work with the character and gun sprites being seperate) would be just great   :)

//old P.S.
http://img188.imageshack.us/img188/9196/screeniok.png
in game screenshot with slopped together level because I lack tiles at the moment. link form because it has some minor NPA in it.

15
Archived Activities / Re: Hexquisite Corpse Collab
« on: June 22, 2009, 05:54:05 am »
I claim #76! DONE!

That post will echo an eternity!  Now all we need is a ptoing to save the day.  :B


Oh, and maybe I'm just overly observant (or unobservant if this has been pointed out elsewhere on the boards) or my browser is broken, but do you have some sort of script on your site where your avatar is hosted, ptoing?  I've noticed that whenever you are not online, Memory bot doesn't bounce.  Does your site monitor your pixelation online status?  Are you overly OCD and swap out avatar GIFs whenever you go to bed in that directory?

Pretty sure thats just you, it bounces constantly here.

16
Pixel Art / Re: RPG bases D:
« on: June 18, 2009, 11:03:48 pm »
ive got to say that with the door like that, it seems as if the grid all comes together. Now, you dont have a 3d wall with a non 3d setup. Much better :]

17
Archived Activities / Re: Hexquisite Corpse Collab
« on: June 18, 2009, 01:21:49 am »
blarg, I have to attend to a different project  :'(
78 is free

18
Pixel Art / Re: [WIP] Scroller Game Art Production | C64 colors
« on: June 17, 2009, 05:22:59 am »
Hm...I really like how this is progressing, and as for the large character image and title screen..well I just love those.
Anywhoo
I believe the meteors are a huge problem for your game, right now. Enviornmental interest is one of the things which allows a player to stay interested. While it is a game based on meteors, I think that you seriously need some variation. If your character is inside of a meteor field, you would think that he would have to use more evasive styles to move about. The way you have the area set up, there are a whole lot of uniform, stationary, floating blocks in a linear fashion. If you made it so that you had to move through the middle of larger meteors (i.e. 300x300) it would give a more exploritory feeling, while the other smaller meteors moved around as obsticles more than 'walls', maybe had some 64x64 meteors as larger obstacles...just to spice things up, it would greatly improve the general atmosphere. No pun intended. When I look at the screen right now, I see lots of unexplored potential.

19
Archived Activities / Re: Hexquisite Corpse Collab
« on: June 16, 2009, 11:47:24 pm »
can I have 78?  ;D

20
Pixel Art / Re: RPG bases D:
« on: June 14, 2009, 09:55:11 am »
something about the way that the dresser/cabinet and table related to eachother bothered me from the first time I saw this. I couldnt quite put my finger on it, so I pulled it into the workshop to try and tink around and see what was up. and it hit me after a while;
You have no walls. Sure, the outline of the ceiling limits are there, but you have no visible, depth-creating walls. so, to start off, I added a wall relative to the dresser, seeing as one would usually place it there.

it looked better with the dresser, but the table looked even worse. because from that angle, the table would be jutting through the wall. so with some work, pulling the table forward made them both look like they were from the same place/dimension. Not only that, but when the table and dresser showed depth, it also helped the characters to have a feeling of existance rather than placement. Another thing to help that out would be shadows, to make things seem like they are ALL being hit by light universally. The table is demonstration. While you say you want everything to be gridbased, it wouldnt hurt the layout to have the grid be only about half of the characters height. I do think that the only way this could work would be if you took the Legend of Zelda like route, making the walls all central based and the objects topdown-ish. Hope this helps a bit :) I always love to see your work.

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