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Topics - cels
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11
Pixel Art / Foggy city in rain
« on: February 26, 2015, 10:54:36 pm »


So the idea is that this is a city very far up, above a thick layer of dark clouds. There are still some clouds further up (otherwise it wouldn't be raining) and a bit of fog creeping into the city. But the land far below is invisible due to the heavy blanket of clouds.

Some things I need help with:

  • Does the perspective look alright?
  • I don't feel like I'm getting the clouds right, but I don't know how to improve them
  • I want to animate rain, occassional thunder and running water. Can I do that in GIMP or do I need some proper pixel art software?

Any other critique you may have would also be welcome, of course.

12
Pixel Art / Luna sci-fi scene
« on: February 21, 2015, 06:51:59 pm »
Just uploaded this to the PJ gallery, but I'm posting it here too because I'm looking for criticism. My previous work has often been the result of long Pixelation threads. In the end, this hugely improves my work and I learn a lot from it, but this time I wanted to do it the other way around. Finish it and then ask for feedback once I'd taken it more or less as far as I could.



Any feedback is much appreciated.

13
Pixel Art / Dogtanian & Co
« on: June 04, 2014, 09:31:06 pm »
Doing something completely different from my previous work.



The eyes are giving me a hard time, because I want them to look like in the original cartoon. At the same time, I wanted to make these as small as possible. Hands are also very hard at this size, and I'm having a bit of trouble with the palette. Not really happy about the colours.

Ignore the version on the right. I started out big, then made it smaller.

14
Pixel Art Feature Chest / GR#193 - Isometric Landscape
« on: May 28, 2014, 02:41:54 am »
This is my first attempt doing anything like this, so I'd appreciate any kind of feedback. First and foremost, I would like to know if I've made any blunders in terms of perspective and lighting. But yeah, I'm also not sure if I'm able to pull off the grass like I want to. The most astute observer may be able to guess my inspiration, but I don't want to limit myself to that or just make a complete copy.



15
Pixel Art / Rippling grass animation
« on: May 27, 2014, 11:13:14 pm »
I've been trying to work out how to do a rippling grass animation, like when the wind is sending ripples through the grass. It should look almost like ocean waves when it's done right, but I can't seem to find a good balance that looks realistic, yet isn't too detail-heavy and hard to render.

I mean, the ripple effect comes as each "wave" of win bends the grass, causing it to reflect light in wave patterns. So the grass needs to grow brighter as the wind bends it.

https://www.youtube.com/watch?v=ytGHqImtS8U







Has anyone seen this done for pixel art? Is it simply too hard? It seems like it should be doable, but... my attempts so far have all failed.

16
General Discussion / Questions about GrafX2
« on: May 18, 2014, 08:09:09 am »
- How do you identify and replace superfluous colours in GrafX2?  Like if you have 150 colours, and you're pretty sure you only need half of that, because half of those colours make up less than 1% of the pixels on the screen and are probably sloppy leftovers from various palette changes. Do you press the 'PAL' button and just go through every one of them, changing the values to see where they're used and then replacing the superfluous colours one by one?

- How do you work on tiles using GrafX2? Is there any way to divide different tiles into linked entities? So if I make a Super Mario game and I want to change the texture on the green pipes, then changing one pipe in the picture would change all the pipes on the picture, is what I mean. Obviously, changing the palette would impact everything in the picture, but I'm talking about pixel placement. Or do you simply create different tiles and then constantly repaint the picture when you make changes to the tile-set?

17
General Discussion / Are there any scary pixel art games out there?
« on: May 07, 2014, 08:23:30 pm »
SuperTurnip brought up an interesting point today. He said pixel art should work well for scary games, because it lets the viewer make up the details. Which makes sense. The scariest monsters are always the ones that are partially or entirely concealed, because when the rabbit is out of the box, the monster is never quite as scary as you had imagined.

But I can't think of any scary pixel art games. The closest I can think of is SuperBrothers, which was creepy, but not really scary. Alone in the Dark was scary when I was a kid, but not it's not pixel art.

Can anyone help? I'm talking about horror games, primarily, but all pixel art games with an element of spookiness are of interest.

18
Pixel Art Feature Chest / GR#184 - Dungeon Tiles - RPG view
« on: April 28, 2014, 08:51:25 am »
EDIT: Fixed silly title.

These are my tiles. I don't have much experience working with tiles, and I'm trying to look at what different people are doing and learning from them, but it's not easy. So I'm just going to post my WIP stuff here, even though I'm still at the stage where I'm experimenting with different approaches.

Everything is WIP. All comments are useful.

The bush is supposed to be ivy, by the way. It's supposed to cling to the walls, but right now I feel it looks more like a tree than anything. And I don't want it to be just a few scattered ivy leaves on thin branches, I want a massive wall of leaves.


19
Pixel Art Feature Chest / GR#186 - Betrayer - Sprite Process
« on: March 22, 2014, 05:30:24 pm »
Current version:



Original post / earlier versions:

Hey guys,
I'd really appreciate some feedback on this WIP. Primarily in regards to perspective, proportions and anatomy / pose. It doesn't look quite right to me.



Reference (not for the pose, but for the character) here





















20
Pixel Art Feature Chest / GR#174 Cosmos-X game Mockup - RPG view Gameart
« on: February 12, 2014, 01:09:12 am »
Taking a break from some of my other stuff to do something new.

The idea is basically to make a non-violent X-com. Take everything you love about X-com and then turn it into a wholesome, positive, uplifting game about Mankind coming together and doing something wonderful. No aliens, no evil government plots, none of that. Just... X-com meets Sesame street. In space.




With that out of the way, I'd like some feedback on the general structure of this mockup, particularly in regards to perspective in the foreground and what to do with the background. Pretty much everything is just a crude placeholder, so I don't need to know if the buildings, the GUI or the space shuttle have a poor design. Those will all be rebuilt and redesigned when I'm sure that I have the right direction. In regards to the background, keep in mind that this is a space station orbiting earth. So I'm not sure if I should let the surface of the earth cover the entire background, or let the background be just empty space with stars and nebulae, or if I should keep it similar to what I have here.

Thanks in advance.

EDIT: Also, I don't speak or read Russian, so if Google Translate has fumbled me up, let me know, please!

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