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Messages - Stwelin
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21
Challenges & Activities / Re: Mockup Frenzy #1
« on: August 16, 2007, 02:51:09 am »
There is only one key, and it makes you turn right, because the robot is defective, and cannot turn left. And you have to switch little levers on the ground by walking upon them that drop pianos and anvils that kill the oil-thirsty knights trying to slay you. collect pellets for extra points!

22
Pixel Art / Re: [WIP]Troll with gun
« on: August 04, 2007, 02:26:20 am »
My monitor is adjusted pretty well, although it has a very high contrast ratio, i can see all but one of the near-blacks. I have to say it's too dark as well. Also, maybe the cock of the gun should be starting to go backward, if the muzzle flash is already that far in progress.

here's a nice ref for yah.



I really like the rendering on the rocks, but the colors don't do it any justice!

23
Pixel Art / Re: [WIP]polarbear ryder
« on: August 04, 2007, 02:20:20 am »
Actually, the 'image' reflected will be smushed vertically, because you are viewing the water mass (the mirror) at an angle, not directly.

Disregard that, I'm an idiot. :)

24
Pixel Art / Re: In need of some feedback on game graphics.
« on: August 04, 2007, 12:31:17 am »
The outline detracts, for me, anyway. You also gave him more of a drop shadow, making the outline thicker on one side, making him look _even more_ like a cutout, but the palette change does hold ground. Perhaps if the outline was maybe lightened, and even... hell, lemme just edit it..



There we go. Same edit'd palette, lightened outline, also, cut off at the bottom to ground him to the tiles, while not making him look so much "above" the rest of the image.

edit: i just realized what this reminds me of! Mallow from Super Mario RPG!

25
Pixel Art / Re: [WIP] Sidescroller mockup, very work-in-progress
« on: August 04, 2007, 12:16:07 am »
If the tiles are meant to be aesthetic/background shrubberies, then right on, but if the character is meant to be walking on that surface, than might i suggest dirt under that grassy shag? I guess you could pass it off as an alien planet's overly-foliaged environment, but i think some browns, or at least some sort of dither pattern, would help solidify the tiles.

Also, what does it say next to the cloud? all i can gather is: "Hay cloud hows the ____ up thar? Laff" </offtopic>

Anyway, lookin' pretty swell, hope to see some more of that interesting character.

26
Pixel Art / Re: Underwater series
« on: August 04, 2007, 12:10:10 am »
The natalie rendering appears to look more like a lure of some sort, rather than an organic creature, is that what you were going for?

I'll also agree, the second underwater piece's color palette and presentation smells of Disney's Atlantis, however, that movie did have a fairly unique style compared to it's predecessors, in regards to environment rendering.

I want to see someone pixel Fantasia.

27
Pixel Art / Re: [WIP]polarbear ryder
« on: August 04, 2007, 12:07:12 am »
Well, when i saw the mountain reflections, i immediately hopped over to YouTube to see if i could find a video of Bob Ross doing one of his famous landscapes, but methinks that they have since been removed from the site, such a shame.

Anyway, If you look at some photographs or paintings of reflected mountains, you'll notice that realistically the closer to the horizon they get, the lighter they appear, Usually do to a higher concentration of water vapor across the surface of the water mass. This creates a foggy effect, the closer you get to the horizon line, this happens on both sides of the reflection. In terms of pixel art you might be able to pull this off with dithering, if you won't want to up your color count, however, since you've used a lot of white in the polar bear and ice, you might be able to do it with some white and lighter blues.

Good luck.

28
Pixel Art / Re: [WIP] Cartoon character
« on: August 01, 2007, 12:12:26 am »
Bengoshia, critique would be helpful, but when you offer a complete overhaul of the character design, i think you are pretty much trying to force it in the direction you would like to see it go. The character might be designed  to be cartoony, and although i realize it was just a suggestion on your part, I would rather see you trying to help improve the piece that MaD has already shown here. (granted, your croc is pretty badass.) And also, could you provide an example of where you see perspective lacking? It just sounded a little vague.

@ Mad: personally i think you did a good job of converting the character into a more pure form of pixel art, but he does lack a little depth. Shading both legs the same makes them appear on the same vertical plane, same with the shoes. His pose is also a little awkward, as his knees are bent, arms seem to be tucked/bent upward, almost like he is about to do a long jump. I can't really see him going from this pose to a walking animation.

In any case, it looks like you have a very solid game, I'll reserve further critique for when you have progressed with this project.

29
Pixel Art / Re: [wip] Crazy-Eyes Hector
« on: July 21, 2007, 12:13:55 pm »
Looking pretty sweet. He reminds me of the bounty hunters out of Samurai Jack. The shadow on the inside of the cape sort of bothers me. It seems like it should be more defined. It there is another fold going on causing a wavy shadow then the end of the cape should also be wavy, but it appears pretty taut.

30
Pixel Art / Re: Cave background...
« on: July 18, 2007, 01:56:23 am »
Don't know if this was mentioned, but because you're putting these dark figures on such a light background, their edges need to become softer, as would happen with a specular highlight. Take some of the mid-blues and use them along the edges of the stalagmite forms to make them softer looking.

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