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Messages - Dusty
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1
General Discussion / Re: Official Off-Topic Thread 2014
« on: August 30, 2014, 12:08:51 am »
Stumbled on this through imgur: http://www.reddit.com/r/pokemon/comments/2ey1pw/last_night_i_wrote_a_processing_script_that/

They ran some code that calculates the usage percentage for each color in the palettes usage in Pokemon sprites, like so:


Not really all that useful as far as information goes, but I thought it was interesting.

2
I mean it's nice and all, but it's a very distinct style. Do you think such a distinct/unique sort of look is beneficial for open-source art?

3
2D & 3D / Re: Basic flat rendering
« on: June 15, 2014, 03:44:12 am »
Maybe this will be of some help? http://forums.tigsource.com/index.php?topic=35320.msg1028848#msg1028848

He details the technique here: http://forums.tigsource.com/index.php?topic=35320.msg1029102#msg1029102

Someone posted a link to it over in the off-topic thread.

4
General Discussion / Re: Typical Dimensions for a Pixel Art Game
« on: April 12, 2014, 04:33:12 am »
I find lower resolution and higher resolution(8x vs 16x) aren't as simple as "lower = easier, higher = more work." While lower resolution is indeed less pixels to fill, and less detail to worry about, it also can take quite more time working with that resolution to get what you desire. Higher resolutions do take more work to fill in the details, but it is more flexible, and allows for more margin of error. Lower resolutions can take quite some time as you tweak and try to fit your vision, and properly portray it.

I'm not saying lower resolution is harder, I'm saying they both have their pros and cons, and I find both challenging in their own ways. Go with whichever you are more comfortable with, that will save you more time than any choice in resolution.

5
2D & 3D / Re: Gameboy Pixel Model
« on: February 15, 2014, 10:17:24 pm »
Considering how simple the model is, I think it'd be interesting if you tried to replicate the effect of the depth of the screen. I mean, cut out the screen portion from the model and then insert a single quad inside.

Err... this is hard to explain, so like this:


There is no shadow effect in place, I just used a very simple texture like so:


You may also be able to simplify it and extrude the screen into it, but I'm not sure if it would accurately replicate the effect.

6
I hate to bring it up since it's quite a long list, but it seems like a ton of links don't seem to be linking to the correct thread. Besides that, a lot of the threads also have dead images(assuming they are linking to the intended thread, this makes them quite usless).

7
General Discussion / Re: I've added [spoiler] tags
« on: January 14, 2014, 07:36:50 pm »
Oddly enough, they seem to be broken by Adblock Plus(at least in Firefox). I had to whitelist wayofthepixel, and then they worked. Then I removed wayofthepixel from the whitelist, and they still worked! So ya...

8
General Discussion / Re: Pixel perfect drawing tool (prototype)
« on: January 12, 2014, 03:54:11 am »
Sharp turns can punch holes in your line.
Some more cases could be considered.
But its a good start on something optional.
I would rather clean up a rogue hole or two than clean up the typical mess of drawing some lines with a pen tool. But I agree, it tends to cut out the corner of a 90degree turn and "soften" the corners. It may need just one more check in there to determine a true corner over a sharp change in direction(which both produce an L shape).

9
General Discussion / Re: What's the current state of pixel art?
« on: January 09, 2014, 11:54:41 pm »
I think the indie scene boom has definitely helped pixel art get a bit of extra spark. I think the mobile phone has also helped,  but now phones are getting to the point where they have the same resolutions as computers, but fit to a few inches of screen space... I don't think that sort of dpi is really suitable for pixel art. Not to mention most phones and such are able to render pretty capable 3D graphics now... the 2D phase just didn't last very long on the mobile market. Minecraft also, oddly enough, may have helped some with how popular it is, since it also allows players to create their own texture packs.

I think the definition of pixel art still varies wildly between communities and even who you talk to. Since there are no real restrictions anymore, people tend to make their own to define pixel art. Typically though you won't find the sort of stigma against various techniques. I think generally as long as you control your outcome on a pixel level people are okay with it.

On sites like pixeljoint you can see an obvious jump in quality between the older pieces and the newer stuff submitted... but can you really say the quality of pixel art in general has gone up? Nah. Pixeljoint as a site grew and attracted more artists. There's still pixel art probably as old as I am that is better than a lot of stuff you might find people making today. It just depends on the artist, not the community as a whole. Though I suppose as time has gone on with less restrictions and refining the genre, artists are capable of pulling off much more amazing pieces. Still, some old art from people like Henk Nieborg still looks amazing in my eyes.

10
General Discussion / Re: Official Off-Topic Thread 2014
« on: September 28, 2013, 10:45:40 pm »
Oh... yay we're on a new page! No more huge images making me think twice about visiting this thread.

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