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Messages - cels
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241
Pixel Art / Re: Combat pose: need an help! (WIP)
« on: May 05, 2014, 12:50:37 pm »
I don't know much about fencing, but... this looks odd to me. The one where he's standing upright is amazing. Very iconic, very cool. The ones with the swords look odd.

His stance looks like he's in the middle of combat, almost. His legs are spread far apart, like a fencer. But his hands are down by his sides, and the sword looks more like an afterthought rather than his focus. If you remove the sword, it looks just as natural as with the sword. He's holding it so low, so far behind himself, that it almost looks like he's holding a club.

I suppose it would make a bit more sense if he was wearing armour and holding a shield, because then you don't rely on the sword so much for defense, and you rely more on brute force than finesse and speed. But this dude is wearing green panties.

It's not wrong, it just doesn't make sense to me.  It doesn't look like anything I've seen in fencing. Doesn't look like this or like this. I'm biased though, I'm a sucker for realism in fighting games. But hell, even the original Prince of Persia had some realism. And the Prince wasn't holding his sword like this.

On a purely artsy note, perhaps it should be more clear where the knee is, especially on the leg that is fairly straight.

242
This looks nice.. You can get better reflection with Adobe photoshop... You need reflect the wall and then put opacity 25-29%.. Bad thing is.. It adds more unnecessary color but you can always reduce it..
I was raised catholic, and my priest always used to say Adobe Photoshop is the work of the devil and opacity is what brought Gomorra low. Between you and me, he wasn't thrilled about colour reduction either. But I'll consider your advice and see if I can get past my misgivings towards modern technology.

That being said... I really like what you've done with the walls and you also made me realize I hate the floor I've been using. I will have a look at both in my next post or when I update this one.

Thanks a lot for your help!


243
Pixel Art Feature Chest / Re: Hyper Light Drifter Inspired Sprites
« on: May 04, 2014, 09:14:49 pm »
I agree 100% with what HDMD said.

To be honest, I've been skimming through this thread a few times and only today did I notice coffee's edit. I was very surprised that you didn't try to copy some of the awesome stuff he did, because he really gave this sprite what it needs. If you want to make it a powerful attack, study what he did. If you want to make the attack look completely effortless, then you still need to make major changes. Right now, unfortunately, the movement just looks unnatural.

Go the extra mile, bro.

244
Hmm, turns out my failure to do the wall tops properly was just a severe case of cerebral flatulence.

Started adding shadows too, though I'm not sure if I'm doing it right.

Changed the hue on the door from a blueish grey to a yellowish grey.


245
I like where this is going; good readability and volume.
Thanks, Manupix! Your reply is as helpful as ever!

Some things don't work so well though.
Everything looks hyper-glossy, thanks to edge highlights and floor reflexion. That's also the case in the first post 3 versions. Are you sure this is what you want?
Definitely. I want everything to be so glossy and shiny that it borders on the ridiculous. I've been partially inspired by this wolfenoctis piece, but I want to take the shinyness even further.

The outlines / edge shadows don't make much sense. You have 1px-wide highlights on the left side, which are either bevels (should correspond to a 1px-wide shadow on the right) or just sharp edge speculars (no shadow on the right). Wider shadows than highlights aren't physical.
Some parts should cast shadows on others, since light comes from the left: pillars on their bases, left side wall on left side pillar and faraway wall corner.
Thank you, I will take a closer look at the edges and shadows. In regards to the shadows, I hadn't even thought about it untill you brought it up. Hmm, thanks! Probably going to help a lot.

Perspective and proportions: the floor tiles should constrain the proportions of the other tiles, bricks and pillars: right now, each of these seems to play by their own rules. Mostly a problem in the wall tops: the brick lengths can't be the same for facing and side views.
Well... at the risk of being a bit obtuse, could you make a suggestion for the wall tops? I'm really not sure how to solve this problem with the 32x32 grid.

Similarly, in the first post piece, there are 3 different floor tiles perspectives.
That's because I was experimenting and didn't really know which way to go. I was just imitating vierbit's tiles and trying to see if I could learn from them. To be honest, I'm still none the wiser. I know his perspective is sometimes inconsistent on purpose, but I don't understand the way the chooses the floor tile perspective and makes it fit to the surroundings.

Nitpicks: the door 'rings' were best centered; the brick staggering hints at widely variable thicknesses in the corners, mostly on pillars.
Thanks! The bricks are not actually supposed to be bricks, in the sense of solid slabs of rock, as you'd find in a medieval castle. They're more like stone tiles covering a wall. Like marble walls in a palace.

I might prefer the earlier bushes / ivy, provided their colors were closer to the walls so as not too stand out too harshly.
Thanks. I think the first bush looks good, but... it just looks like a bush. Doesn't look like ivy. And I haven't been able to find any good pixel art with this sort of ivy, to learn from. I'll keep experimenting.

Looking at the palette, I find there's many similar looking teals, although I don't really mind that in the piece. Might deserve some tweaking. The doors colors are too different though; a smaller palette might make that less problematic.
I'll see if I can get rid of some colours. What do you suggest for the door? I'm rather fond of the white door, because I wanted something to break with the organic theme I've got going everywhere else. In the end, a lot of the walls and pillars are hopefully going to be overgrown with ivy, and it would be nice to have the door(s) clearly visible and separate.

246
Wow those are all lovely. I think the problem with the ivy is that it looks like one solid mass. Maybe if you let the wall show through between the leaves in some areas (like around the bottom or close to the outside). Ivy is rarely one thick mass of leaves, there are usually patches and scattered areas of leaves.
Also, and this might be just me, but one thing that keeps bothering me is the pattern on wall in core picture (right where the stone changes color). It looks like soap suds or bubbles and I'm not sure why it's there. That might just be me though.

Thank you. I've tried to amend both issues here.  :)


247
Like this, Fahrenheit?


248
Pixel Art Feature Chest / Re: My tiles bring all the boys to the yard
« on: April 28, 2014, 10:37:20 pm »
Who knew Pixelation was home to botanists in addition to pixel artists  ;D

Thanks for your help, guys. To be honest, the plant was just a minor concern, the major issue is that I have no idea which direction to take with the floor or wall tiles. Shading, texture, reflections, etc, etc. What is good, what is bad? But your feedback in regards to the ivy is much appreciated also.

@questseeker: Maybe I'll have to do different plants. I'm not keen on giving up, but if I already nailed the Ampelopsis, I might as well keep it!  ;D
@Mr. Fahrenheit: I'll get rid of the trunk. I just wanted to make the ivy look really dense, like this, without just making it flat. But I guess I went too far with the contrast and depth, so it now looks way too fluffy.

249
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.


250
Pixel Art / Re: Sunset Background
« on: April 24, 2014, 12:22:37 pm »
This is so damn sexy that it almost needs a NSFW warning.

Personally, I think there's a little bit of a style mismatch between the foreground and the building windows in the darkest purple background layer. Maybe it's just me, but I feel like the barn (?) on the right is kind of naive, stylistic and cartoonish, whereas the foreground is a bit more grim and painterly. It also looks like most, if not all, the trees on that background layer are placed on a single line. Realistically, you'd expect to see some tree tops from the trees that are either partially covered by being behind the hill or partially obscured by the darkness as they're in front of the hill. Having all of them on a line, seemingly, adds to the impression of a naive, stylistic and cartoonish style. (Some of them are already smaller than others, which could imply depth, but it could also just be seen as small trees)

I don't know, maybe I'm nitpicking on issues that others will disagree with or not care about. I'm on thin ice, perhaps.

I do agree that the contrast on the castle is a bit much though, given that the light source is directly behind the castle. But then, I guess you want to imitate the reference.

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