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Messages - Xooxer
Pages: 1 [2]

11
Pixel Art / Re: RPG Character Base, Side-View Woes
« on: December 07, 2007, 02:33:04 am »
Eh, it doesn't really help. You've taken away any definition in the arms, and gave way to much in the abdomen. Not to mention it barely resembles a human; it's really green. I'm not looking for a direct lighting source, either, which you both seem to imply. I don't think my pose is all that complicated. I wanted something that looks a bit more dynamic than a tree trunk with a bobble head, hence the parted stance. I admit I over did it with my first draft, but I really don't see anything wrong with my current edit. I can give the colors another shot, and perhaps add in a fourth skin tone to smooth things out a bit. I can AA the outter edge as well. The game environment I work with allows for alpha transparencies, so no reason I should be using hard outlines.

Thanks for your input guys, but what I really could use help with is that side view. :P

~X

12
Pixel Art / Re: RPG Character Base, Side-View Woes
« on: December 07, 2007, 01:55:41 am »
Alright, I played a bit with the colors, though it's kind of hard for me to tell how it really looks on this laptop. Seems kind of redish, but it might be me.



~X

13
Pixel Art / Re: RPG Character Base, Side-View Woes
« on: December 07, 2007, 01:40:37 am »
Eh, your edit looks like a flexing mulscled baby. :P

I'd like to show have the legs slightly parted, not just straight up and down. I could try raising the split a pixel and see if that helps.

Ok, here's some more edits, and I threw in the cool guy with the same adjustments to see how it's translate.



I think it looks better. He doesn't have to be completely buff, but some tone is nice.

~X

14
Pixel Art / Re: RPG Character Base, Side-View Woes
« on: December 07, 2007, 01:22:43 am »


How's that? I'll tweak the colors later. Not sure what I could do to make the clothed figure look more in perspective for you.

15
Pixel Art / Re: RPG Character Base, Side-View Woes
« on: December 07, 2007, 12:52:12 am »


Meh, it's better than anything I've tried so far, but I'm still not happy with it.

~X

16
Pixel Art / Re: Portraits - scientist and robot
« on: December 06, 2007, 09:08:43 pm »
I think you can improve the whole character role issue people are bringing up just by doing something with thier portrait backgrounds, rather than a flat color. For example, the scientist could have some basic sciencey stuff in the background, beakers, microscope, jacob's ladder. That sort of thing. The robot can have some circiutry, or electrics of some sort. Just a few minor details to show thier role in the game. I think that would really help convey their identities. If that's not working for you, scietists often wear black rubber gloves. You already have a hand in the view for the robot, shouldn;t be too difficult to add one for your main character. Not sure if it fits with your design, though.

~X

17
Pixel Art / Re: characters select
« on: December 06, 2007, 08:58:49 pm »
Must create evil Rabbit >:D Love the Santa, and I had a hard time reading the second character too. Looked more like a scene selection, not a character selection, but I can see the eyes now. Perhaps defining the facial features a bit more would help? Not sure, just a suggestion. Maybe a nose would do it.

18
Pixel Art / RPG Character Base, Side-View Woes
« on: December 06, 2007, 08:40:00 pm »
Hey gang! Long time no post. :D

I was playing around with a basic 3/4 view 32x32 RPG character base, and I guess it's been a while since I've done any real pixel art, because I can't seem to come up with a decent side view that fits with the front and back. I was wondering if any of you had some pointers or tips on how I could approach this. Here's my sprite thus far, with a little cool dude to show how it might look clothed with hair and a bad sword. :P

C+C always welcome. Thanks!

basic front/back view:


3 frame walking animation:


cool dude:


~X

19
Commercial Critique / Re: CC Challenge - Dodonpachi Assembly Line
« on: June 05, 2007, 05:45:42 pm »
Here's a few of the color tables I grabbed for 3 of the ships, including the odd red one, which is at the top. ground1 is the orange vehichle in the middle, and boss2 is the green tank below that. Another thing I noticed is the depth shading on the geometric shapes as they proceed down (away from the top layer). The shapes on top are a bit lighter, and get darker, for the mast part. This can readily bee seen on ground5, second from the left, third row down.



~X

20
Archived Activities / Re: Smile 2007 - Part 1
« on: June 01, 2007, 07:43:38 pm »
I like the block idea. Tried something with a simple look and a bit of AA. No transparency, but that shouldn't be much of a problem here. There are only the single corner pixels that could be, and a darker grey than the forum posts backgrounds works just as well, I think.



Oh, and they're 16x16 with about 6 colors each.

~X

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