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Messages - philipptr
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21
Pixel Art / Re: [Early WIP] Ninja
« on: July 12, 2009, 12:37:36 am »
Try to block out the volume first with the shades and then add detail. Your current shadingmethod makes everything look pretty flat. Also: wheres the nose? Why isn't the face shaded? Why is his mouth so wide? And most importantly: What are you aiming for with this piece?

22
Pixel Art / Re: Very Small, Very Rough Robot
« on: July 11, 2009, 10:58:17 pm »
Just wondering what I could do, made it in about a minute.
You could spend more time on it. One minute does not sound like you spend time on selfreflecting and trying to fix things on your own, which you should before expecting others to help you.

Quote
I need an idea for some sort of chest detail, and I need to fix the lighting quite a bit.
Even with small sprites you should first try to get the volume right. Try to shade it while defining the bodys volume instead of just putting a darker shad on the left side and a brighter shade on the right side of the form you've chosen. Think more about depth. When you've done that you can still exchange certain pixels to indicate detail. I really hope you take time to do so and am looking forward to see your progress

23
Pixel Art / [WIP] Big-hat-guys Adventure in EGA-Land
« on: July 11, 2009, 05:21:40 pm »
Currently developing a little game to test my leveleditor and since grafx2 had the EGA-palette loaded when I started it to make some tiles for testing purpose I went with that. This is what I have so far:

8*8 Tiles, supposed to be played on 160*128, so for those running on 1280*1024 that would be 8x :)

Also started a watch as I liked the idea of having it for the main menu

(I am planing on putting it on a desk with some random papers laying around to create some indiana-jones-planing-an-adventure atmosphere ;) )

Currently I am not at all statisfied with the underwatertiles as they dont fit the scenery I think (should be more cave/pyramid style). Also I don't know whats possible with ega and I'm having a hard time using the colours, so if I missed better choices for ramps or such things feel free to point these out ;)

24
Archived Activities / Re: Hexquisite Corpse Collab - DONE!
« on: June 24, 2009, 03:08:15 pm »
awesomly awesome.
took me 30 minutes to stop looking at it and restart working again (we've got a deadline here today!)

sorry to philliptr for the bad transition with the blocks btw.

Didn't give you much to blend with and your tile turned out awesome, so no hard feelings here ;)

25
Challenges & Activities / Re: Hexquisite Corpse Suggestion Thread
« on: June 16, 2009, 04:48:03 am »
for the record: i'd vote against the waldo crackpot idea, also 6x6 tiles aren't that challenging.

pirates are  :P



 ;D I didn't mean 6px*6px tiles but 36 tiles of 100px*100px tiles. Still I would agree, there are more intresting ideas vor collabs.

26
Challenges & Activities / Re: Hexquisite Corpse Suggestion Thread
« on: June 14, 2009, 10:08:27 pm »
Or everyone would do a tile with and without waldo and pixelation would have a php randomly displaying one of the waldo-tiles inbetween the rest  ;)

In such case the drawing area given to each maker should be pretty large; i imagine finding waldo on some 100*100 would be way too easy, unless you stuff it completely, nothing else visible behind them, with waldo lookalikes, which wouldnt be that fun?

I guess I didn't explain it properly. You would have for example 6*6 tiles. Everyone makes a tile without waldo and then edits a waldo in at one spot. Then the phpscript would put all the tiles without waldo together but at a randomly chosen tile pick the one with waldo in it. So you wouldn't have to search on 100*100 pixels for waldo but (in case of a 6*6 collab and 100*100 tiles) on 600*600.

27
Challenges & Activities / Re: Hexquisite Corpse Suggestion Thread
« on: June 14, 2009, 09:23:56 pm »
Argyle, what, a waldo on every tile?

Steampunk.

That being said, steampunk steampunk steampunk steampunk.

No, there can maybe be a designated tile where waldo is put or something and the rest is the chaotic scene of claustrophobic hell that waldo scenes are famous for.


Or everyone would do a tile with and without waldo and pixelation would have a php randomly displaying one of the waldo-tiles inbetween the rest  ;)

28
Archived Activities / Re: Hexquisite Corpse Collab
« on: June 11, 2009, 05:42:40 pm »
57.
DONE

29
Pixel Art / Re: Moonlit scene
« on: April 21, 2009, 04:47:31 pm »
Thanks for the help guys.
Eclipse would have indeed been a nice thing, but to make it believable I would have to change huge parts of the sky, and to be honest I am too tired at the moment to continue on this piece, so I call it done.


Btw: I was thinking of the monolith of 2001 when placing that triangle there in the first place ;)

30
Pixel Art / Re: Moonlit scene
« on: April 19, 2009, 02:30:12 pm »


So, no dolmen here, but except for the crappy rushed shadow, does this look better than the triangle?

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