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Messages - Retronator
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11
General Discussion / Re: Best application to use for pixel art
« on: August 27, 2018, 01:03:23 am »


There's also an interactive version of this if you go to Retronator HQ Store and type in TALK TO RETRO. After intro select "I want to get started with pixel art. What do I need?".

12
General Discussion / Re: Change size of Pixelart
« on: August 19, 2018, 06:01:36 pm »
Pedro Medeiros has a tutorial about this (section adjusting scale at the bottom):


There is some research being done to get algorithms better (like this is one step in the right direction that is demonstrated on rotation and could/should also work for scale), but I'm afraid that's far from good quality, so you're down to manual editing for now (resize with tools and clean up).

13
Pixel Art / Re: Help with a waterfall
« on: August 19, 2018, 05:30:40 pm »
I don't have much experience with animating so I'll leave that for others to comment on, but the biggest problem I can see myself is that water is not flowing downwards physically correct. There are some places right under the rocks that it would simply not reach. Here's a quick display of what I mean:

Not perfect, just to illustrate the idea. It's OK if some of the trails 'snake' their way down along the face of the cliff, but the majority of what conveys a waterfall are the vertical drops of water that simply go straight down until they hit something. It can widen as it goes from top to bottom, but this is by trading depth for width. That means it thins out into a spray, so it won't be a very solid flow (you'd need to darken or dither it out or animate alternating sprays).

14
General Discussion / Re: Community updates
« on: August 15, 2018, 09:08:19 pm »
The conclusions so far that match my views:
  • Pixelation is a place where you come to improve your pixel art. A community of practice.
  • Forums have a desirable way to facilitate discussion that aligns with this focus.
  • The format of a forum in itself is not the problem, as seen by thriving examples such as TIGS.
  • Points of friction such as registering and uploading images are something to address.
  • The unforgiving/elitist tone of critique is what drove some people off the site (and could be changed).
To this I would add a few points of my own:
  • Changing of the format to be more like Twitter removes what makes Pixelation unique and relevant. If I want Twitter, I just go to Twitter. The main issue with forums for me is that you have to go outside the social networks you frequent. This wasn't a problem in the past, because forums were the main social networks. The reality of today is different, but just changing the format into another form of an independent site doesn't alleviate this. What would help is for Pixelation to have a social media presence.
  • The idea that Pixelation forums are dead is to some extent distorted if you use Slack/Discord. I wasn't active there so this all comes as a surprise to me. But I appreciate that it sparked the desire to actively work on Pixelation as a platform. I'd like to see this make the forum experience better (or at least as useful as in the old days) and reach new people that can benefit from a place like this.
  • Because internet landscape changed, there's no need for Pixelation to cater to 'hanging out' of its members (so they can discuss politics or whatever unrelated to pixel art between each other). We (can) do that on Twitter where most of us (can) follow each other anyway.
With all this said, if/when you go for a content/marketing push as Helm suggested, you can count on me to provide help to beginners in areas I feel competent, as well as help spread the news on social media.

15
Pixel Art / Re: Need help with making a doorway light
« on: May 13, 2018, 10:25:42 pm »
This looks pretty decent to me right now. Once you put in objects etc, should be a nice scene. Or at least a start in the right direction.

16
Pixel Art / Re: Need help with making a doorway light
« on: May 07, 2018, 03:41:03 pm »
I'll wait with another paintover for after you answer eishiya's questions (because I also want to know that), but I wanted to quickly throw another one in: why is the left window lit different than the right one?

17
Pixel Art / Re: Need help with making a doorway light
« on: May 05, 2018, 09:15:23 pm »
I gave a crack at this because I love lighting situations. I approached it from a physically correct perspective, which is not always what makes the best stylization, but here's my reasoning process for determining lighting like here. I'll add that this was quite a difficult study (as soft light sources tend to be compared to hard light) and I'm far from happy with the result. I feel like I could be quite off. For a proper study I'd model this in 3D, but I wanted to do some sketching so you get just my best guesswork.



The top image shows the assumed lighting: the sun is high, but from behind the building so no direct sunlight is actually going into the building. Therefore, no hard light directional light sources inside the building. All you have is the sky, which is the blue wavelengths of sun rays that got scattered through the atmosphere. For an early afternoon situation I'll just assume it's radiating equally blue from all top half hemisphere.

Now, to determine how bright any spot in the scene will be, you have to imagine you're in that spot and looking around you, 360 degrees. And then the bigger part of your field of view where you will see the sky, the brighter that spot will be. So if you sit right at the door on the floor (imagine you're an ant), all your view in front of you will be the sky. As you go more and more back into the building, the wall is starting to obstruct your view of the sky, so less skylight is shining to that location. So the more you go back, the less light you get through the door. At the very far end of the room the door covers a tiny fraction of your view, but it still covers some—it isn't going to be completely dark/unaffected. In your take the light basically affects just a tiny area around the door where in fact the light will gradually fall off towards the very far end. It falls off quickly at the start and then slower and slower.

I also played around with windows a bit, where the situation is similar, except that as you get close to the bottom of the windows you again get in shadow since you can't really see much of the opening of the window if you're an ant right underneath. So it also fades toward the front wall.

Here's my attempt at lighting the room (just the door) with all this in mind:



It's relatively correct, although, like I said, doesn't immediately translate well to a pixel art scene. But if you look at real photos of lighting situations like this, you'll see that the general idea is correct.



How to stylize this best for pixel art? Well, that's a different issue. It really depends on your graphics engine/palette/art style limitations. What I can say is that the gradient will be easier to produce (or mask), even with a limited palette, if you have textures in place. Then you can gradually step down your ramp, for example, as you transition from plank to plank (if it's a hardwood floor). If not, the best you can do is to just have a very bright ambient light and only do a small gradient right next to doors/windows. That's what you'd usually see in a tile-based top-down RPG.

Very rudimentary example of the concept:



Again, when textures and items are in place, this would look better. Like here in Crossing Souls:


18
Pixel Art / Re: spherical spin mockup attempt
« on: May 05, 2018, 05:23:09 pm »
I also want to add that when it reaches the top, the core shouldn't just stick in place for a few frames. The vertical position should move along an ease in/out curve and stay on its highest only for a single frame.

Second thing, you need follow through. As the blob goes up, you correctly made some of its mass lag behind. But when the core gets to the top, the gooey stuff around it (that's lagging behind) is still going to move up and take a few frames to stop, overshooting the core.

19
Pixel Art / Re: 3/4 head view
« on: April 13, 2018, 09:22:37 am »
Then it's a good idea to post it, so once can help better. And describing what you're not happy with.

A blank pose like this will always look a bit dead. So add some expression/character, if you want to breathe more life into it. It's anatomically quite good in my eyes. The indentation next to their right eye might be better a pixel more down. And the transition from the top of the head to the flat side is sharp and could use a bit of rounding (top-right corner of the image).

20
Pixel Art / Re: my noobie pixelart
« on: April 13, 2018, 08:48:48 am »
Sections from my Study Guide that apply directly to tiles/environments and characters:

Artwork level:
1.1.1 Environments
1.1.2 Characters

Process level:
Environments and Characters:
2.7.1 Environments
2.7.2 Characters

Of course anything else from the guide will help you, since you're just starting out.

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