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Messages - Basketcase
Pages: 1 ... 3 4 [5] 6 7

41
Pixel Art / Re: [WIP] Out of Ammo
« on: November 26, 2011, 02:39:30 am »
This stuff is cool, dunno why you haven't had any replies! What genre is the game? Would like to see some mocked-up areas, to get a better impression of how the elements fit together.

42
Pixel Art / Re: Hi, please help me with animation. 64x64 character.
« on: November 26, 2011, 02:20:31 am »
Look up walk cycle in Google Image Search and take a look at the pics. The straight-legged standing pose you have first won't be part of a (natural-looking) walk animation. You need to bend those knees, move those arms, and have the top half of the body bobbing up and down (up when legs together, down when legs apart). I'd suggest you start with blocked-in shapes or stick-legs instead of rough outlines.

What sort of style are you aiming for? Legs look too short for that body, I'd make the main body (waist to neck) shorter.

43
Pixel Art / Re: Surfer girl [wip]
« on: November 25, 2011, 12:10:27 am »
Salutations!

I see repeated instances of perfect 45 degree lines, making it look less natural. Not necessarily a negative, mind.

I suggest AA to smooth some single-pixel-width parts:
-the swimsuit bottom,
-hair on the left
-board rope

Distant stuff on the beach, except for the trees and parasol, looks mysterious. Two coconuts and an old man sitting in a floaty-ring wearing sunglasses? That's how my brain filled in the gap. Those 4 dark pixels appear noisy.

I was going to suggest more contrast on the cloud, to bring out that cool curly detail. But on my other monitor it's perfectly visible already. Dunno which monitor is displaying my colours 'correct'...

Cause the pirate ship is so close to the horizon, you might want to make it look faded out, due to that air/mist effect. Would also mean you could just have a silhouette there. The details are tough to make out as it is (low contrast).

44
Pixel Art / Re: Eye of providence
« on: November 24, 2011, 11:25:56 pm »
the vertical/downward sloping lines on the bricks make them look curved. Recommend AA to smoothen and straighten.

45
Archived Activities / Re: Secret Santa 2011 - Signup Thread
« on: November 12, 2011, 07:43:31 pm »
I ain't done nothin' for ages. I'm in.

Likes: animu, monsters, machines, cute things, black outlines, sci fi, videogames old and new, cities, stone castles, weapons

I guarantee satisfaction.

46
To rearrange PM's palette:

Mostly self-explanatory. 4 is the part where you select your blocks and drag them around.

edit: warning. this might not work. I fiddled around a bit and sometimes it worked, sometimes it didn't. Not sure why.

47
Pixel Art / Re: [WIP] Rock tiles
« on: March 27, 2011, 07:47:35 pm »
Yeah I agree as well. Given my humanoid player sprite will be 2.5 blocks tall. Will just try to even out the top land tiles.

48
Pixel Art / Re: [WIP] Rock tiles
« on: March 27, 2011, 06:42:56 pm »
Ah, you're right about the shape of the ground. Trying to fix it by adding a middle layer of flatter surface:


Not sure what background I'll have yet. Thanks for the reply!

49
Pixel Art / Re: Starting out
« on: March 27, 2011, 05:41:51 pm »
I like it. But I'm not feeling the dithering on the shadows. You're got a bunch of middle greys, use them to smooth the transition.

You're also using a loooot of colours.

Why no black outline on the bottom of the table surface? I know you can make those pillows more puffy.

50
Pixel Art / Re: [WIP] Rock tiles
« on: March 27, 2011, 05:37:38 pm »

Green 'n' purple.

(edit: replaced image, saved it wrong before. There is not supposed to be any transparency here)

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