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Pixel Art Feature Chest / :3
« on: January 27, 2012, 04:07:53 pm »

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but I have to jump on board with everyone else about the logo
I'm not sure the ground tiles fit as well as they could with the wall tiles, though. The wall tiles look like an old dungeon, but the ground tiles look more sterile, like a hospital or something.
Looks fantastic as everyone's said, love the rocky texture - just replying to point out the top right of the shadows is showing a horizontal where it should be a diagonal like its opposite corner. (Can do a diagram if that's not clear).
Are you going to mix perspective types for this game?
May I also add that the logo used in those mockups is infinitely more readable than the large one, perhaps for it's use of only one colour.
Latest update seems confusing. What is it, exactly, that is in ruins? I would expect to see some sort of ruined castle. It's good nonetheless, very 3-dimensional and I like the way you've made use of planes (angles) there.
The lowercase "r" tells me to read the capitalized "D" as "n".
edit: why is the crack between her breast blinking?
i'ma edit this with more of a crit soon (i cant find my glasses atm and i hope i didnt leave them at work i cant see anything man)
4 frames for each direction, right? from what i can tell it looks like you have the basic pendulum motions right except that there's a jerkiness in the animation that's preventing it from looking very smooth. i do notice in some of them that her entire body moves a pixel here or there where it shouldn't—which makes a strange jumping effect (ex in the first image she seems to jump a little horizontally and in the second one she jumps vertically). while the body should move up and down a little during the walk cycle, it should be in a sqash-and-stretch kind of way, not moving the entire thing.
also i checked that link and dude i love the trees in the screenshots.