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Messages - Ryan Cordel
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41
Pixel Art / Re: A tree
« on: August 16, 2007, 01:37:39 am »
First thing, you have multiple light sources for all the 'sections' of leaves, one from tomp, one from the bottom right, one from the middle left, and so forth. Fix that, and further more, I see that the trunk seems a bit small, maybe thicken it and make the roots on the bottom look more like, well, roots (Make smaller ones too.).

42
Pixel Art / Re: Sidecrollin' excessively tiled fun fest 2007 *Updated*
« on: August 15, 2007, 05:47:30 pm »
There's something odd about the tiles that are closer to us. Maybe you ought to try making the tiles seem smaller at a distance while keeping it the same while it's closer. Also, the water is actually rather nice, but you ought to do something so it doesn't seem so attention grabbing. Those little lines (Which help give water it's shape though) are somewhat distracting.

43
Pixel Art / Re: General Maximus Muller's Mech
« on: August 15, 2007, 05:40:45 pm »
Upon reading your little post, I did see that you were right about the whole shape thing, and you were partially right about the piece thing. I started first on the little feet and worked my way up towards the boxy cockpit. I revised it several times until I came to this one. I tried to go more by plain shapes, but now I think it looks somewhat less closer to the game style than before (Must be how I've darkened the sides to give it a rounder feel.
Sorry if I seem to not be able to apply the criticism right, but the basic idea was still that the mech would still have to be of a walker type, not exactly a tank. The walker one was my original idea before I found out how deceptively tricky it is to make it on battlemechs. I went with the floater one then revised many things before going with this one.

Also, you could've posted somewhat better, pixel-perfect quality examples. JPEG never does good to any 2d game, ever, but it served as an example well enough.



EDIT: Modified it further by adding shadows as I recalled from that baby chubby dragon thread. Looks a bit anti-sluggishly inspired though..

44
Pixel Art / Re: Sylph Style
« on: August 15, 2007, 03:02:26 pm »
One thing I especially noticed with the characters, is how their ears aren't positioned right. From what I recall, one once said that the ears would start from the eyes and end somewhere at the nostrils of a person, but the characters have it way up, which looks very odd.

45
Pixel Art / Re: General Maximus Muller's Mech
« on: August 14, 2007, 07:04:27 pm »
Thanks a lot, Arach'. Although I'm slightly disappointed I'll have to revise it a lot, I'll take the matter into my hands soon enough. Which reminds me, I'll have to fix the turret hole and reposition it soon.

46
I think the breasts are a little large and even as such moving a bit too much for a walking anim (enough for a well-supported run), and that their current animation could be replaced rather with some subpixel movement instead.

Don't mean to cause a reasonless argument, but I don't see the point in telling how overly large breasts are. Women in real life do have differently sized breasts, and I'm not sure why pixelated women shouldn't. It's like every sprite I see, someone tells the other to keep it at what the community seems is most acceptable. I think what Rave should do is keep the breasts, if he wants that women to have them large, then fine.
Now as a tip for making things move, try to remember, make them not move as much exactly. Depending on the kinetic force of an object, the object would move only where the energy is available. Less would go to the tip, while the most would go to the entire body of said object.

47
Pixel Art / Re: Tree Help
« on: August 14, 2007, 02:46:48 pm »
A problem with your link, Mim, it should lead to this:
Dead Tree Example

But otherwise, do not attempt a frontal light source, however, if you did, the tree wouldn't really have many (if any at all) shadows on the front, and don't mirror the branches. And another small tip, most trees are usually not as thick as yours is, they're somewhat more in the middle, you should decrease it's radius quite a bit.

48
Pixel Art / Re: General Maximus Muller's Mech
« on: August 14, 2007, 12:49:02 pm »


Updated the mech, as displayed above. I looked at some cockpits for mechs and such (Drew inspiration from this: Inspirationness), and I really do think mine was bad as hell. However, I restarted and I like the result more. I'll have to come up with some detailing ideas soon or else this one will bite the dust too. Also, fixed some astray shading on the right side. I plan on remaking the cannon as seen above. I don't think a large.. fed-ex tube like thing would fit, so I'm fitting in a sort of chaingun. Mwaha. :crazy:

49


Attempt the 50 Brightness challange in Pro Motion. Very tricky, but cool. Also, I took a look at Xian, it seems that his work isn't only 50, seems to be higher and (possibly) lower..

50
Pixel Art / Re: smallish sprite
« on: August 13, 2007, 10:07:39 pm »
Also, an additional outline to seperate her arm from her hair, it kind of blends. You could also apply it to her furthest arm to see that it's seperate, but you'll have to tinker with it until it looks right.

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