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Messages - Psiweapon
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91
Am I doing something wrong? Etiquette-wise I mean.

No, I just forgot how to read titles.  :blind:

The worst sprites are the dwarves and the trolls.  They have too many colors that clash and decrease readability, an apparent lack of contrast, and in some cases shading that disregards the actual form.  The best sprites are the ones on the bottom right, my favorite being the dark creature with blood coming out of it's mouth.

Well, the garish colored trolls were actually a request by the dev... and yes their shading is bland even by my standards. I was more than happy with the plain trolls on the top.

Thanks about the creature with bloody mouth, it was one of the sprites I had most fun in doing! I really like it too. It's eating a foot  :lol:

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The problem is that I find more urgent making new sprites than renewing the "old" ones.

That's going to be a big obstacle as far as your growth is concerned.  Probably the best crit I can give you, the most glaring issue that all of these sprites have in common to some degree, is that you're paying attention to details rather than forms.  At this size, you do have room for details, but the characters are less convincing because they lack clear, defined forms, and proper shading on those forms.

Well, every now and then I make some adjustments, and as time passes I see more and more imperfections in them, but when the next release comes I don't want to have much fugly placeholder art next to my beloved babies, so that's  why I keep doing more instead of revising them right away. Also, I have many more other pixels to do!

92
GrafX2 all the way  :D

In fact, I first found the program, then started using it, and THEN I got interested in pixel art. You know, I like reading magazines starting at the last page  :crazy:

Only recently (months) did I find out that there was a BRAND NEW!!! (at least for me :lol:) windows version.

I was still using the discontinued MS-DOS version. It's lovely, but having it around in a window instead of weird resolution full screen rly halpz.

Hey, what the fuck, this emoticon set is one smoking emoticon short of complete awesome.

93
Pixel Art / Re: ISO character
« on: June 13, 2011, 08:18:19 pm »
The legs look cartoony but OK to me - I'm not the most skilled pixeler, though.

What I htink is that you should give him a bit of a belly to put the torso in line with the legs - if you don't want to make him look fat, cut some flesh from his back, leaning backwards stuff.

94
Pixel Art / Re: [WIP] Beat em' up game sprites
« on: June 13, 2011, 08:15:50 pm »
You'd rather check as soon as possible that this particular anatomy doesn't get in the way of the intended gameplay : Such character can't dodge a punch by crouching. He can't bend his head forward (after getting kicked in the shins for example) without causing a serious headbutt :lol:
You can expect it limits you to rather vertical stiff poses, and the characters need to be physically very close for their hits to connect, much like River City Ransom (NES).

Ummm, sorry, but I have to disagree!  :crazy:

Not completely, though. The head is really, in truth, XBOX HUEG, but remember: cartoons can do anything!

It isn't realistic to begin with, so what matters if the movements aren't realist either? Think Cow&Chicken or something similar, it doesn't matter if you make him strech his arms a bit or whatever. Hell, just think JoJo's Bizarre Adventures! (my f god, is that game awesome!)

About the head when crouching, all you have to do is *not* give the head a red hit box  :D

Making the art more realistic is indeed one answer for the question, but the other one is to make the action more cartoony.

95
Pixel Art / Re: Roman Men
« on: June 13, 2011, 07:56:23 pm »
ahahahah lol

the roman pixeler doesn't seem very happy about the remark  :lol:

96
I think your characters are great man, lots of variation and cool designs.
If I were you I would really try to fix alot of the noise you have going on.
With smaller sprites maybe you should sacrifice some of the details such as on the blue haired thing and go for patches of colour instead of single lines - that would also help focus the eye important details like the faces.
As I think other people have mentioned, you should lose the dithering on the capes and stuff.
Colours could definetely use some tweaking too.

Wow thanks, yes, I always try to give them dynamic poses, expression and whatnot. The noise is probably the aspect I have less experience with.

The dithering is awful - it's mostly on the dwarves, fortunately. I made them first of all, and obviously the style I'm using hadn't settled yet - that came with humans and the undead. I've already reworked one of the dwarves, the engineer-ish looking one (it was uglier before). The problem is that I find more urgent making new sprites than renewing the "old" ones - but I'll get to it eventually, every now and then I do some little tweaking.

About the colors, do you mean the palette, or the color choices? Or both? Mixing colors has never been one of my strengths in traditional media, either  :lol:
What do you suggest?

Is it too much to ask of you to tell me what are, in your eyes, the worst and best sprites and why?

97
Pixel Art / Re: [C+C] Wall Tiles
« on: June 13, 2011, 07:03:47 pm »
I really like this stuff I love the floor tile.
You just need to like tone down the colours and probably reduce the contrast (I think don't use black) on the floor to make it less noisy.
I also think it would be great if you could do some really plain floor tiles in there like just dirt and some that blend the bones into the dirt to make some variations rather than having every part of the floor so detailed.
Remember its a background so you don't want the player's eye to focus there with warm colours and lots of detail everywhere - less is more.

If I were playing I'd prefer not to notice straight away what the background was as I would be looking for enemies, but then once I had a chance I would be pleasantly disgusted to realise I've been walking on dead bodies...


Yes, you're right on everything, specially about the contrast...

The dirt/bone transition idea is really cool, but that would amount to the same work as wall tiles... I'll make more floor variations but I don't think I'll put that particular idea into practice, sadly just for practical lazyness...

I'll make the floor tiles more brownish and with less contrast, I guess I should go for a "bones protruding out of dirt" approach, but I'll use the same design (it's already been a pain to place all that bones  :lol:)

I'm starting to think that I should also remove that "tusk" bone because it's the only one of its kind and looks too pattern-ish.

98
Pixel Art / Re: [C+C] Wall Tiles
« on: June 13, 2011, 12:53:17 pm »
Moar!!

A lot more wall sections, and floor tiles!


And a mockup:

Problem is, the undead critters don't stand out much against the bone background... and I wasn't planning on using outlines  :'(

99
Are you looking for C+C?

Umm yes that's why I put that tag  :crazy:

Am I doing something wrong? Etiquette-wise I mean.

100
Pixel Art / Re: [C+C] 16 12-bit colors swordsman
« on: June 12, 2011, 07:54:09 pm »
The second one looks very nice, the palette gives it a grim look (it's quite cold and whatnot)



Edited the sword and hand, added some outlines, and tried a cleaner approach on the shirt and pants. The goal is to use him as the main character in a game, but we'll see where that ends up. ;D

Please, critique and comments are very welcome! How's the palette working out for example?

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