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Messages - vellan
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11
Pixel Art / Re: Shmup Shots
« on: May 31, 2007, 01:10:11 pm »
i find it hilarious that this entire thread was an argument over a rip-off -- meanwhile the author created both.

pure comedy gold.

12
Pixel Art / Re: Pyramids WIP v1.2
« on: May 18, 2007, 01:17:08 pm »
great improvement!  stylistically the mix of dithering/noise and big fat outlines seems like an odd choice to me; it makes the surfaces look more dirty than textured.  at least for me - it may be i'm too conditioned by the likes of drill dozer and warioland, but i'd be very interested to see some smoother coloring and less dithering (like you've done with the sprites) on your background tiles.  nice progress so far!
quoted for thruth. If you are going to go chunky outlines, i really think everything needs to be as clean as possible. right now it looks to me like there is a conflict of styles.

13
Pixel Art / Re: Small Dump
« on: May 01, 2007, 12:04:16 pm »
16x16 tiles are fairly standard. We have used 8x8, 16x16, 32x32 and some other wierd sizes, so don't feel like you have to restrict it one way or another.

few quick comments:
- seems like you have chosen to make the few characters/enemies very very small. i would try doing larger character pieces if this is meant for portfolio
- all the images seem very monochromatic...like they all rely on similar colors. I would try to expand your color use
- making actual mockups is a good way to show you understand and can create all necessary elements of a game (tiles, characters, effects, HUD, etc)

you obviously have talent, i think you just need to focus on getting impact portfolio pieces that show potential employers what they are missing by not employing you.  cheers.

14
Pixel Art / Re: some game pixels...
« on: April 27, 2007, 04:45:07 pm »
background color makes it really tough to judge

15
Pixel Art / Re: Level mockup + animated character - update 26/04
« on: April 27, 2007, 02:10:25 pm »
just personal preference, but i far prefer run cycles to walk cycles for action games. walking does not add the look/feel of "action" that running does.

If you look at all the classic action platformers, 99% have the main character running.

16
Pixel Art / Re: A mock-up is born. WIP. [->A mock-up is growing.]
« on: April 24, 2007, 05:36:13 pm »
still think the biggest issue with the piece is still the lack of seperation between foreground and background. there needs to be both a clear seperation to create a sense of depth, and to allow the character to stand out from his/her world.

A major part of this will be achieved through giving the mid and backgrounds an actual light source - presently it is almost completely lacking one, although the light-rays are there.

17
Pixel Art / Re: [WIP] Partisan Tactics Battles : Slight change of Pace
« on: April 23, 2007, 05:08:28 pm »
the x movement of the actual sprite makes the run look very "jolty" - meaning i think that the character should bob up and down, but never actually move positions

esp. with characters that are cute and "light", i think minimizing the jolt in the run is key.

hope that made sense

18
Pixel Art / Re: [WIP] Anime head
« on: April 19, 2007, 09:25:51 pm »
hair is all pillow rendered instead of having a clear light source. makes it looks wrong.

19
Pixel Art / Re: A mock-up is born. WIP. [->A mock-up is growing.]
« on: April 19, 2007, 06:26:59 pm »
IMO it is crying for a midground layer with a fair amount of detail to buffer the character from the distant background.

really like the WIP :)

20
the 45 degree line of light (coming from the top of the windows) implies to me that the gargoyle should have direct light hitting its right side.

this would provide a chance to add lighter variations to stuff other than windows, and help break up the long sections of drab muddy dark.

just imo of course.

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