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Messages - Fickludd
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11
Pixel Art / cubes vs. hairballs - lowres mockup
« on: October 04, 2014, 09:48:22 pm »
Got a bit stuck with this mockup for a game I've been thinking about lately. New eyes would be greatly appreciated, I'm feeling a bit stuck in terms of direction. Somewhat inspired from Buch, Surt and winged doom =).


12
Pixel Art Feature Chest / Re: PixelArt tutorial illustration and mini dump
« on: September 02, 2013, 07:50:57 pm »
That got pretty nightelfish, Pix3M =).

The tutorial is really nice Arne. If you want more diversity (you mention it in the bottom of the tut), perhaps some of the other great pixellers here would care to make green versions of the topics were you only have one green made?

13
Pixel Art Feature Chest / Re: PixelArt tutorial illustration and mini dump
« on: September 01, 2013, 03:08:59 pm »
Awesome idea!

I focused on removing unnecessary colors, black lines and single pixel noise (although the water speculars were kinda nice =)). Tile colors were desaturated compared to sprites. Duplicated tiles were used to make double versions to try to break the grid. 



Will you be posting mockups of these later? I'm unsure how the tiling in mine works out.

14
Pixel Art / Re: [C+C][WIP] THRASH: Orange vs. Blue
« on: July 20, 2013, 08:12:43 pm »
This is pretty neat, nice idea and pretty sweet pixeling (I love low pixel stuff =))

Did a small edit here on the blue side:
- If the glass cylinder room should be walkable it needs a lighter bg for the sprites to read
- Made a megaman-esque door
- a trashed bg-grid can add some nice grit if you want that sort of thing


15
Pixel Art / Re: Final Vestige (WIP metroidvania concepts)
« on: January 06, 2013, 02:45:41 pm »
Ehum... returning to the art:

These are some great concepts and the I really enjoy the style in general. Nice pixeling with lots of character!

Some critique via edit:
At 1x and 2x res I was loosing a lot the the detail in the clothing so slight lightening of olive color.
The green cape on the leftmost guy wasn't coming through so i swapped around the colors and shadowed the cape.
Much increased saturation on the magic to make it magic and pop toward the otherwise gray colors.
Added shadowing on the wizard to imply glowing magic.


16
Pixel Art / Re: Walk Motion
« on: January 22, 2012, 10:58:02 am »
As Ryumaru says, this is a pretty nice run animation. I actually not sure about the english term, but he is actually running in pace, ie the arm and leg on the same side are extended forwards at the same time - whereas in a natural run the arms and legs are in a counter motion. Also the feet are quite twisted outwards which makes it seem like he's jumping from obstacle to obstacle rather than simply running on flat ground. 

17
Pixel Art / Re: Pixel metal
« on: January 11, 2012, 03:41:41 pm »
Hey, I think those rings and specially the knights are really neat!

When you think about it, the thing with shiny stuff is that what it looks like is heavily dependent on it's surroundings. Random ref: http://www.armsandarchery.co.uk/html/armour.html. If you are having shiny knights in caves, i guess they should be pretty dark (caves are dark), with some interesting torchlight speculars in different directions.
 
I wanted to make you an edit but it just didn't work out - maybe someone more accomplished could help you out.

18
Pixel Art / Re: [C+C] soldier walk/crawl cycle + spritesheet
« on: December 17, 2011, 10:57:48 am »
Thanks! Ok I'll see if I can make some subpixel movement of the shoulders in the walking up sprite.

This is for a game, but you wouldn't be able to control the guy directly (instead controlling multiple little soldiers). The solution is simply that the soldiers can't shoot while moving, making for interesting tactical decisions whether to dodge for cover or stand and shoot (it's not only because I'm lazy =)).

19
Pixel Art / Re: [C&C] Knight platformer character
« on: December 16, 2011, 10:28:59 am »
Hey that's a good improvement, and nice animation. I like your cape a lot more than mine =)

Ok, my color picking process is very interleaved with actually placing the pixels, and usually I just try ideas for colors until I find something I like.

First I picked the light and dark red for the cape. The light color is closer to yellow (warmer) and the dark one closer to purple (colder). Then I was messing with trying to find a good hand color to make them differ from the armour, and that's when I armour tint to cyan. I think the hands are very important for readability. The brown in the cape is actually simply the brown from the boots, which was just some brown color i happened to like. By having this brown in-between the cape colors i lightness and quite desaturated, the eye will never notice the difference in hue in single pixels and it can be used to soften up the cape as a midshade.

20
Pixel Art / Re: [C&C] Knight platformer character
« on: December 15, 2011, 08:28:53 pm »
11 color (incl. background) edit:


Since the sprite is so small you need to ditch complex shading to gain readability, having more pixels of the same color clustered together greatly helps here.

What I've done:
- swapped to value neutral background
- simplified shading
- tinted armour towards cold cyan to better separate it from the warm cape/skin/shield/boots
- added stripes/highlights to helmet to create maximal contrast and draw the viewers eye
- some lesser highlights on the armour

Dunno how to make low-res weapons sharp, somebody else help please =)

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