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Messages - Luke
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11
Pixel Art / Re: Tiles C&C
« on: May 08, 2015, 02:52:54 am »
I've begun putting a map together in tiled map editor.  Figured some of you might like to take a look?
Also, still a WIP so C&C is very welcome.   




12
Pixel Art / walk cycle critique
« on: April 09, 2015, 03:32:15 am »
Spent the day working on a walk cycle for a game sprite I'm working on.
Very new to animation.  Would very much appreciate some criticism/comments/Guidance.


13
Pixel Art / Re: Tiles C&C
« on: April 05, 2015, 04:53:08 am »
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have you considered stronger borders on the sides of buildings to separate them from the background
Hadn't really considered it, no.  Maybe I will give it a second look, I like what you've done it the edit.  Thanks for that.

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I also think it's kind of weird how some places have shadows (e.g. windows and doors), while the buildings and walls do not cast any shadows.
I am planing to use these tiles in a game, eventually, god willing.  I figure I will add shadows to the larger things with code instead of artwork.  Save myself a lot of work that way.

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In my experience, the best way is to help other people with C&C in their threads. Then they're grateful to you and check out your thread more often.
I would like to offer more help but feel as though I am qualified enough to provide guidance to only the very newest of pixelers.

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What is your end goal? It is such a large piece, where are you going with it?
This piece is just being used to overhaul my preexisting infrastructure tiles (roads, sidewalks, docks, etc.)  I like working in mock up format.

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I think you might need to take a break from polishing what you have and start adding new assets. Start filling the streets with objects and maybe people eventually. After you have developed some more skills and filled up the environment more maybe then you might see ways of improving what you have now.
This is great advice.  I've been struggling with these for too long.  I'll start working on street lamps, creates and barrels.

14
Pixel Art / Re: Tiles C&C
« on: April 04, 2015, 08:14:03 pm »
Would love some more general C&C.
Also considering adding some light texture to the grass tiles.  I will at least be adding texture to the front facing grass tile where it borders the stone sidewalk sort of tiles.  As you can see I've already started playing around with some texture in this area and it isn't going too well.  So any guidance regarding this sort of thing would be very much appreciated as well.

15
Pixel Art / Re: Tiles C&C
« on: March 28, 2015, 11:27:45 pm »
More C&C would be greatly appreciated.

16
Pixel Art / Re: Tiles C&C
« on: March 26, 2015, 08:14:46 pm »
Alright, went back to my original cobble tile and just edited it slightly.
Turned down the brightness and saturation on the top of the dock tiles.
Added some curb tiles around the road.


17
Pixel Art / Re: Tiles C&C
« on: March 24, 2015, 12:44:10 am »
Hello again,

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ts really interesting how u fade to grey in the middle of the cobblestone.
This was honestly done out of desperation, to try and make the tiles look passable.  I've removed it in my latest edit.

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IMO consider keeping cobblestone horizontal as it is a horizontal plane.
This makes a lot of sense, I hadn't thought of it this way before.  What I had intended to do is use vertical lines for the east-west streets and horizontal lines for the north-south streets.  This is how it would actually be done in reality.  Once I get done with the north-south streets I'll see if the whole thing looks better with horizontal lines.

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R u going to have any vegetation?
The only vegetation I had really considered is a basic grass tile.  Trees would be nice, although I'm not ambitious enough to attempt one yet.

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barnacle references
Thanks a lot.  I love the colour of that green moss and will definitely give it a try when I get a chance.

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Primarily the horizontal plane. Compared to the doors, the wooden texture on the balcony and the overall scale, maybe the floorboards are a bit wide as well? This contributes to the cute / fun vibe you mention, and the fact that the framework on the docks looks kind of like it was cut from a single, massive piece of wood. There's no point where the big wooden beams connect and intersect on the horizontal plane.
Thanks for the advice. I definitely intend to revisit the dock's horizontal plane.


I've really struggled with these cobble tiles.  Think its improving marginally though.

18
Pixel Art / Re: Tiles C&C
« on: March 23, 2015, 04:39:28 am »
Continuing to edit the cobble road tiles.
Think I'm at least headed in the right direction now.


19
Pixel Art / Re: Tiles C&C
« on: March 22, 2015, 04:00:32 am »
Whoa, this has come a long way since last I checked.

I would really make the wooden texture on the docks a lot more grey and/or brown. Right now, it looks like it's brand new, it doesn't feel right for this setting. Everything else feels a bit grim and industrial, while the docks look very cute, like a Super Mario style game.

Hey there,
I'm actually trying to incorporate a bit of a cute/fun vibe into the environment, although you're not the first to say that the dock looks out of place.  When you say the wooden texture should be more grey/brown are you referring to the horizontal plane, vertical plane, or both?

20
Pixel Art / Re: Tiles C&C
« on: March 21, 2015, 07:49:11 pm »
So I've done some work on the top of the block wall, and have also begun work on the cobble street.
The street is still pretty preliminary.  Wanted to get some colours together before I added any shading or texture.
Pretty dissatisfied with the way it looks currently.  Figured opening it up to criticism and comments may help point me in the right direction.

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