Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - garsh
Pages: 1 [2] 3 4

11
Pixel Art / Re: Shoot`m`up mockup
« on: February 07, 2006, 07:01:48 pm »
That is some serious quality. I'm very impressed. This rivals the work of the 16 bit era greats. More than R-Type, like Dr Derek Doctors mentioned, it brings to mind the quality of Irem when they were at their best. You may or may not be familiar with their games.

There's nothing to critisize as far as color and design choices -- those are top notch. I would say, though, that the background could benefit from more terrain instead of just being flat. It would look more interesting and show off what you can do with corners. It would also be nice to see a little more variety in enemies. The one you included is great, so I want to see more.

12
Pixel Art / Re: same old same old (RPG sprites)
« on: January 27, 2006, 01:42:51 am »
Hi! I don't know you and I haven't see these before, but I'm glad I have now.

She's a very appealing character and I'd love to play with her in an RPG. The images of her on the tiled ground with the shadow are very enticing.

The side-view looks a little off to me, like she's leaning unnaturally forward. I would suggest moving her butt inward (or forward, depending on how you look at it) a little bit, arching her back slightly more and angling her legs at a more backward slant. I think the most important consideration is just to assure her heels line up perfectly with her neck -- or slightly behind (as you have them now) but again the posture is off a little and it throws the whole thing out of whack.

Other than that, I think the only improvements she might need are MAYBE a little bit more creative anti-aliasing to soften pixels in places like her elbow and, of course, some walking and fighting animations.

Great job. I look forward to seeing more.

13
Pixel Art / Re: Simplistic Tileset in progress
« on: January 27, 2006, 01:27:07 am »
It's true the grass pattern stands out, but I say it looks good as it is. A visible pattern needn't necessarily equal a bad grass tile if style is the goal. My only gripe would be the dithering on the soil path. I've seen much better results with pixels that aren't checker-boarded. Very good over all, though.

14
Pixel Art / Re: 4CR inspired boredom
« on: December 07, 2005, 11:13:12 pm »
You have a really great concept here, and I like the art style. It's hard to see where the story is going, though. I would like to see this in an on-going web-comic. I don't actually read web-comics, but this is so ingenius I couldn't resist it.

Likewise it would make a great TV series. If G4 was smart they'd be all over something like this. If it was on TV, though, I think it should be 3D CG consistent with the percieved style of the brands.

And by the way, yes, the character representing me (the GCN guy) should totally be an awkward, stubby dork, like me. On the other hand, you totally nailed my Xbox buddy Scott. Nice work.

15
Pixel Art / Re: 32x32 alien sprites.
« on: November 24, 2005, 10:52:49 pm »
WOW!!

It's been like weeks since I posted here, but I can't not comment on these.

Overall I agree with the common sentiment that some are better than others, but none are bad at all. My personal favorites are the squid, floater and jellyfish. The composition alone (texture and lighting) on the jellyfish makes it look too good to have been done by human hands -- it looks more like a hand-edited pre-rendered CG model. I agree, though, that its weakest feature is the animation. Comparing it to the likes of the fungoid (gorgeous pulsation) makes it seem too rigid and not "squishy" enough, which actually furthers the pre-rendered impression, too. The blades on the cutter look a bit cheap to me. I think they need some density, like a thick edge along the dull side of the blades, maybe. Even from the side view, though, they just look too flat, and I think the black outline with the relatively light shades and reflections makes them look a bit less finished than the rest of it, so they seem a little inconsistent. Maybe some anti-aliasing on the inside of the outline would help? The basic shape of the sack appeals to me a lot, but I think maybe he could use some bumps or more defined texture, and might benefit from some wobbly eyes like those on your dreadnaught. Camus is extremely right about that, by the way. Dreadnaught totally shames greenie, so I second that motion.

Thanks for showing them, they make me happy. You're very awesome.

Now I want to see an astronaut with a jet pack and a laser gun to blast them. Are you privvy to Baraduke (AKA "Alien Sector"), or is the vague resemblence serendipitous?

16
That's some intense insight, Rydin. You're right: realistic-ish look, fantasy character. Good call.

I'm glad you mentioned the breathing. It was a concious decision for his body to remain perfectly motionless while idling. Like you pointed out, it looks unnatural. But that's not entirely true. See, my inspiration for this character was a real frog that I captured a few weeks ago from the back door on my carport. He's a small tree frog and I've been keeping in him in an aquarium. Watching him hunt insects I noticed that he spends the vast majority of his time completely motionless except for the swelling of his throat "bellow". I suspect it's an evolutionary adaptation so that he doesn't scare off the bugs he's trying to sneak up on. Anyway, that's why I did that. I'm still considering changing it to a subtle body sway like you suggested, though, cause after all; he's an upright-standing humanoid frog.

Like I said in the original post, the walking animation was a quicky garbage job just to fill in until I decided on a final version. I have a new walking animation in mind now, I'm just putting off until my mouse stops acting moody. I'm glad you picked up on the way his belly shading is off, there was something bugging me there I couldn;t figure out, and that's it.

You and Camus both see something off about the tongue lash, and now I'm seeing it too, but I have absolutely no idea what it could be.

RE: my self-pixelation...
Potty trainin? No, he's just lazy. The grey thing is a kind of machette. I really have one like that, but apparently I didn't make it look right in pixel form. The whole thing seems to baffle everyone, and I'm trying to figure out why.

Thanks for all the input, that's a lot of help! And thanks for the welcome. I do plan to be around regularly until I've warn out my welcome.

17
Thanks for the follow-up, Camus, I was hoping you hadn't forgotten me.

Maybe you don't realize it, but for a newcomer to a forum like this, it's intimidating seeing all first class work. Like I said, I lurked Pixelation for a long time, so I'm familiar with the greats.

You might think I'm putting Adam Tierney on a pedestal, but I'm telling you, he's like the Leonardo to my Scooter the fence painter. To me he IS mystifying! But not so much as my personal favorite pixeler: Kenneth Fejer. I have all his trading cards, the lunch box, (the old one AND the new one) and I stare at a poster of him every night as I drift off to sleep. And then I dream about playing his conceptual Kid Icarus DS.

I appreciate all the general advice. I do tend to brush off critism that I don't feel is condusive to my own intentions for my work.

Your idea about blank sillouettes, oy! Why didn't I think of that? Honestly, I used to use that exact method in Mario Paint. I kid you not. When I was a teenager I had a REALLY smooth velociraptor animation like that. Anyway, it would make my animating a lot quicker, I think, and less effort wasted on details for poses I end up not using.

And about the resolution, I know it's a bad habit, but my old PC makes it inconvenient to do anything else. Luckily I should be replacing it relatively soon.

Thanks again, Camus, without you and Peppermint Pig, I would have been totally ignored here.

18
Pixel Art / Re: Buncha Stuff.
« on: September 20, 2005, 01:44:22 am »
^ It's well done dithering so far, but to tell you the truth, I like your scribbles better. The "real" dithering looks almost like you have one of those "puffy" stickers overlapping the image -- the edges seem to look like a subtle "bulge".

If you're looking for feedback to decide whether or not to finish the dithering as you started it there, I officially vote thumbs-down.

19
Pixel Art / scribble-dithering
« on: September 19, 2005, 11:21:18 pm »
^ I had to save a copy of the image and intensely adjust the contrast to see what you were getting at, Helm. I'm inclined to agree; fine at low res, a bit sloppy when magnified.

The thing is, though, even a seemingly sloppy "dither" can look really great if it's done with a certain consistency. The best example of a well done "messy" or "scribbly" dither style (especially in the interest of low color) is Yoshi's Island for SNES. You can look at just about any screen capture and it's filled with scrawling not disimilar to the heavy handed smudge of a toddler with his first jumbo Crayola. Despite that, the visuals copiously ooze beauty and artistic flair. Emulation of a style like that would benefit anybody going for casual looking pixel placement with a professional edge, I think.

20
Pixel Art / Re: my panda doll
« on: September 19, 2005, 11:12:17 pm »
^ Just teasing.  ;)

Pages: 1 [2] 3 4