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Messages - Daimoth
Pages: 1 ... 10 11 [12] 13 14

111
Pixel Art / Re: New Mockup (Yes another) WIP
« on: December 31, 2012, 05:27:54 pm »
Btw Pixelation is probably one of the worst places you could go if you just want recognition on your work.  ;)
Pixelation, however, is probably the best resource for learning pixel art. Although pixeljoint has the more spectacular pieces, it's also completely flooded with people who, well, can't "art" at all. This forum is, in many ways, what the forum at pixeljoint could be.

Anyways, most drafts and ideas you try will be bunk. I'll be honest. But this is because of the nature of experimentation: you're trying untested ideas, of course most of them are going to detract from your work, but that isn't the value of experimentation. Experimenting is worth it is because every failed idea increases your insight. Guys that seem to be able to draw an effective, complex picture quickly and from nothing already have a little library of ideas in their heads that they already know work. The big secret there is that the pictures those guys draw quickly and from nothing don't satisfy them. It's the ones they struggle with that they enjoy.

112
Pixel Art / Re: New Mockup (Yes another) WIP
« on: December 30, 2012, 09:17:28 pm »
Actually, some artists have experimented with making background layers lighter than the sky. You see it in SMW, actually!



An easy way to motivate yourself is to chase a goal. Do you want to create a video game? Either learn to both compose and program, or start rubbing shoulders with people with the know-how.

113
Pixel Art / Re: Cityscape - First post, critique me?
« on: December 30, 2012, 09:09:02 pm »
I have a little trouble figuring out the structures in front of the buildings. If they're hills, they're a bit too wave-like.

114
Pixel Art / Re: New Mockup (Yes another) WIP
« on: December 21, 2012, 01:55:30 pm »
Yes, exactly. You see that technique used on tons of old games, it's an easy way to allude depth. Perhaps one more, even further layer of mountains might not hurt, either.

115
Pixel Art / Re: Second Portrait Attempt
« on: December 20, 2012, 09:27:02 pm »
Perhaps a bad choice of subject. I imagine he got that role in part because he physically embodies the generic businessman of decades past. It's difficult to make a character who is a generic archetype instantly recognizable.

116
Pixel Art / Re: New Mockup (Yes another) WIP
« on: December 20, 2012, 09:21:14 pm »
As your mountain layers go farther back, hue shift them toward your sky's color.

117
Pixel Art / Re: Bar scene corrections
« on: December 18, 2012, 01:35:49 am »
I apologize in advance if this post violates some rule or another, but that hue shifting tutorial (the thread from THIS board) has several dead images in it. Is there any chance of seeing them again? That tut pops up seemingly any time somebody asks about hue shifting, and I feel like I'm missing out.

118
Pixel Art / Re: Pumpukin
« on: December 18, 2012, 01:24:52 am »
Consider rethinking your character design. Not in any drastic way, but it would be nice to discern what sort of emotion the thing might be feeling, which is impossible currently.

119
Pixel Art / Re: kim jong un
« on: December 18, 2012, 01:07:33 am »
I'd like to see a little bit more butt-chin, meself. But I agree with the others, even your first effort was very good.

120
Pixel Art / Re: Meat Bulb
« on: June 22, 2012, 05:47:17 am »
I understand what you mean, and you're right. It would either be difficult or an error. I don't mind using cartoon-ey physics now and again, though. I'm very willing to leave a composition error in if I like the effect. Usually I end up scrapping it in favor of something more correct, but sometimes I get pleasantly surprised.

Regarding the engine, it will be isometric, but player location won't be restricted to tiles the way FF Tactics is, for example; you'll be able to move freely. I think an isometric engine could handle a corridor-like stage that isn't diagonal on the screen - that's what I was musing about up there. The engine certainly won't be strictly conventional, in any case.

Loved the additional edits, btw. What were you going for with the red/brown palette?

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