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Messages - Seiseki
Pages: 1 ... 82 83 [84] 85 86

831
Pixel Art Feature Chest / Re: [WIP] Super Daimyo
« on: July 16, 2011, 02:22:01 am »
I've only played the first map of Ogre Battle, but aren't all battles turn based rpg style?

Advanced wars is more like a tactical war game, because terrain and fog of war matters a lot.
And combat happens instantly and automatically, and is based on the unit stats and what terrain they're in.

This tileset is brilliant by the way, I'd love to see you have a go at the capture building animation or making a Daimyo :>
Oh and the colors, they make me want to lick the screen, those pink sakura trees, nom! :D

832
Pixel Art / [16px][WIP] Cute Character Templates
« on: July 16, 2011, 02:03:50 am »
So I started working on a template for RPG characters.
They're a bit influenced by the Cave Story sprites.
I just wanted them to look cute and small, obviously they look a bit childish which I exaggerated on with the hair, skirt and such on the female sprite.

At first I felt really frustrated for choosing 16px (it's for a game and I can't change my mind again and go back to 32px :P) because I thought it was really hard to make the hair style.
I think the blond hair turned out pretty ok, but I was going for something else, it's especially hard to make it look like the hair is at an angle, now the bangs are straight but I wanted them to bend downwards.

I'm glad I did this free hand though, I was almost about to look at other sprites because the heads looked really strange at first, but with the shading they started to look decent.
I think I've learned a bit from Pistachio from the other thread (gonna go back and work on my avatar later ;)) Thanks for that, but feel free to point out any mistakes I've made.

I'm also curious as to how I can make the female sprites more feminine, I tried adding a pixel to the sides of the eyes and also adding more slant to the shoulders. I also changed the shading a bit to make the female sprite appear more slim.

Lessons learned(?): Better contrast, fewer colors for sharpness, outlines broken up a bit.



833
Pixel Art Feature Chest / Re: [WIP] Mockup platformer C64 palette
« on: July 12, 2011, 11:52:08 pm »
Is that MR.T? :D
If so then awesome job on getting the right shapes at that resolution :D

834
Pixel Art / Re: Grass tiles.
« on: July 12, 2011, 06:55:02 pm »
Feel free to elaborate on that. :P
I think the biggest style difference between the two tiles are the increased contrast in the grass, the amount of colors and the dark area below it.


835
Pixel Art / Re: Attack animation {Help} [C&C
« on: July 12, 2011, 12:06:03 pm »
The top one looks very strange because his head keeps jumping up and down and his sword appears from nowhere and extends down to his feet. You probably want to think of the perspective and try to make it look like it's expanding towards the viewer and not into the ground.

But in general, try to get more extreme movements, since those are rather subtle, except for the head bobbing in the top one.
I think you got the right ideas of how the body twists and that you lean forward to stab. But you need to change the perspectives and shading more.
The bobbing head would look better if the body got a lot shorter and compressed and the top of the head would become visible.
Also don't forget to add a shadow over the body since he's leaning forward.

836
Pixel Art / Re: Help with attacking animation
« on: July 12, 2011, 11:49:28 am »
It's better but I have a few pointers.

- Don't be afraid of having a larger area in just one or two colors.

- The face is shaded from the chin and up which makes it look like he doesn't have a jaw, if anything the shade should come from above.
And since his neck isn't visible the contrast between the shirt and jaw line should be sharper to make it look more like it's popping out, which it is.

- The face could be made a bit more symmetric and defined by removing a few pixels of hair above his right eye.

- What's with the two highlights in the middle of his shirt?

- More contrast between the colors of the shirt, it blends together too well.

- For the feet, you could add a highlight to make them pop out more, look at Koyot1222's edit.
(I didn't actually realize the feet were pointing towards the viewer, and the feet I edited look very weird)

And ugh, somehow I managed to make my edit really washed out, really need to look out for that >.>

837
Pixel Art / Re: Help with attacking animation
« on: July 12, 2011, 10:32:29 am »
I'm not sure the red band on his arm is working, and with the brown shirt, a certain fascist leader comes to mind.. :D

As pistachio said, a contrasting color like that would just draw attention to itself rather than the sprite as whole.
Would be nice to get some color in there somehow though and a headband might work better for the character.

You should also try reducing the palette, if you use too many colors on such a small sprites you'll lose the sharpness and it will look undefined.

I went ahead and did an edit, I find this low palette style quite intriguing :D


I also noticed the shoulders look a bit too broad, they sorta blend in with his huge hair.

Nice edit koyot1222, the angle looks like his knees are pointing towards the viewer, which looks cool but might be hard to animate him running.
The sneaky pose is really great. I'm impressed at how you managed to get such clear definition for the legs and feet. Perhaps it is the selective outline on the feet, and heavier shading beneath his knees.

Hazzy, about the idle animation, the sword moves in a strange way, looks more like he's poking something.
I also think it might look better if the sword moves the opposite way, I read somewhere that animation is all about balancing one moving limb with a movement in the opposite direction of another. Like when do a stab attack with a sword, one shoulder goes forward and the other goes backward, well you sorta twist the body actually..

838
Pixel Art / Re: Grass tiles.
« on: July 12, 2011, 12:24:46 am »
ah, well of course, what I meant was the dirt below the grass :)
Edit: It's such a harsh color and it makes a large dark area which looks quite out of place.

I tried just reducing a few colors and this is what happened.
So much detail in there, I've struggled with grass tiles myself and I can never get it to look like grass great job on that, I'll have to study it closer..


839
Pixel Art / Re: Grass tiles.
« on: July 11, 2011, 11:43:15 pm »
I think the grass has too strong shadows which makes it stand out too much.
You have the right shapes, but you should tweak the palette.

Also, the part where the grass meets the dirt is very dark compared to dry rocks which fade in smoothly.
Try having grass that hangs down the sides to naturally blend the dirt and the grass.

840
Pixel Art / Re: [WIP]Sci-fi platform game mock-up.
« on: July 11, 2011, 10:45:41 pm »
That's a great edit.
I felt ErekT's edit just upped the contrast and saturation on the entire palette, making it look a bit too harsh.
The blue sky really helps too, as it was looking quite dull..

I do think the sprites and metal bits could use a bit blue in them.
And the suits they're wearing could use a more unique color, a cooler color would help them pop out from the terrain.
But I assume the natural color of the suits is supposed to blend, due to the military, camouflage nature.

All in all, it's a very impressive piece.

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