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Messages - surt
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2D & 3D / Re: heeeeeeeeeeeeeeeeeeelp
« on: April 14, 2018, 12:02:03 pm »
Kangaroos are marsupials. They don't gestate like placentals. Joeys do most of their development in pouch.

Your kangaroo doesn't appear to have a pouch and the pouch would only be large like the belly of late pregnancy placental if the joey was itself large and already semi-independent, the occupied pouch should hang low and between the legs, not protrude out front like a human.

General Discussion / Re: Game tilesets and asset sizes
« on: March 09, 2018, 09:50:30 pm »
Why have you started another thread to ask the same question?

Pixel Art / Re: my first background using tiles
« on: March 03, 2018, 11:00:43 am »
How is it making use of tiles? I don't really see any repeating elements.

General Discussion / Re: Best way to skew textures for isometric art
« on: February 10, 2018, 12:17:42 am »
Most pixel editors have this kind of functionality.
GraphicsGale has it in menu under Image -> Slope.
Pro Motion has it under Brush -> Shear.

General Discussion / Re: Official Off-Topic Thread 2017
« on: January 31, 2018, 08:09:43 pm »
"Tilemap" palette editing mode
Analogous to on-canvas tile editing in tilemap-aware pixel editors (tilemap-and-tilesets being abstractly identical to indexed-images-and-palettes).
Painting on canvas doesn't change pixel indexes but changes the palette values instead.
Would need either a second palette or RGB[A] painting for source colours.
Could be useful for colour theming perhaps?
Or useless?

Challenges & Activities / Re: The Daily Sketch
« on: January 28, 2018, 03:03:04 pm »
Some NES-spec procrastination.

Pixel Art / Re: Stage Mock-Up (Feedback, Critique)
« on: January 05, 2018, 06:32:58 am »
The green of the foreground grass is rather too intense for the rest of the scene, could do to be toned down some.

Is the grass surface on the background earth walkable? If so I'd try to make it closer to the foreground grass in style and colour.

The distant background layers could be made more interesting by having parts of the further layers dip behind the nearer layers so they don't all form continuous bands.

Pixel Art / Re: Newbie here. Need critique and feedback.
« on: November 11, 2017, 12:06:53 pm »
If you are seriously trying for NES style then you should read this.

The master palette is in my opinion the least stylistically significant part of the NES's restrictions, with the real stylistic influence comes from the NES's limited size, number and application of subpalettes.

You should be able to adapt this to NES restriction conformance with little qualitative change. Presuming tiles only, just limit yourself to 4 palettes of 4 colours (all sharing one colour in common) per 16x16 pixel cell. If needs be you could also throw a few sprites on top to reconstruct any important details that can't be represented within the tile limitations.

Devlogs & Projects / Re: SpriteMate - Pixel Art Editor - Commerical Project
« on: November 11, 2017, 01:44:29 am »
Now you've got some screen shots:
Pure magenta is just about the worst possible choice for a background colour. Hard on the eyes and colour polluting (colour perception being relative). There's good reason that low-contrast grey checks are the de facto default. I do hope it is at least configurable to something else.

Given that you are selling it, what does it do that's better, or at least different, from existing tools? The listed features are seem pretty standard (though not sure what "flood shade" means). Why, for example, would I choose to buy this over using GraphicsGale for free?

The max image size recommendation seems arbitrarily limiting and doesn't inspire confidence.

Wine doesn't seem to like it, so I haven't been able to try it (couldn't be arsed booting into windows), so I can't comment further.

Devlogs & Projects / Re: SpriteMate - Pixel Art Editor - Commerical Project
« on: November 08, 2017, 07:17:25 pm »
You could do a better job selling your visual art tool with a visual. Not one screenshot to be found.

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