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381
Pixel Art / Re: yellow room platformer stuffs
« on: December 28, 2011, 06:24:26 pm »
Ha, my thought process when really putting some effort into something goes a little like;

like > love > huh > what > hate > reappraisal > maybe it's not so bad ;D


The jump has very little anticipation; she just seems to float up. I know there's a trade-off to be made between responsiveness and exaggeration but a little crouch/squash before the jump could make a big difference. I can't for the life of me find a decent example right now as I'm not on my PC but I'm sure someone else could help here.

If there's a good reason in terms of gameplay for the cannon colour then ignore me :P

382
Pixel Art / Re: [WIP] Wasteland Tileset (32x)
« on: December 27, 2011, 04:44:05 pm »
Yeah, I meant a distinct plane change in much the way that you've gone about it here, but a gradual shift could look good too! looking really nice :y:

I think you could liven your colours up a tad, I like the aquamarine but perhaps shifting to a nice navy blue in the darkest parts of the water and possibly introducing some purple to the ground tiles could look good.

Cactus breaks perspective. When working in top-down think about the 'footprint' of your object, how it connects to the ground and then extrude upward. I made a little thing here that touches on this.

Looking forward to more tiles :) With the post-apocalyptic theme you've got going on here I'd expect to see more in the way of the ruins and hubris of civilisation. Regarding the timescale, you needn't set an absolute date it can be more interesting to let the player speculate in response to environmental clues.

383
Pixel Art / Re: [WIP] Wasteland Tileset (32x)
« on: December 27, 2011, 02:38:45 pm »
Good stuff so far, I had a look at your previous posts and this is a marked improvement ;D

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I have no knowledge of how to set it out, or how many tiles I am meant to have, so any tips for that would be great.
The best tip I can give is plan ahead thoroughly; the amount of tiles should be dependent on what is requisite for your game. As for layout, this too will depend on the tiling system that you choose to go with. Form follows function. Take a look at a variety of tiling systems on The Spriters Resource et al. 

The dirt looks great but does seem to borrow liberally from Vierbit's tile tut.
 
Water tile looks a bit like strands of something at the moment, I'm not sure whether I'm looking at a surface (wave) texture or an underwater one. Colour shifting/modifying your dirt tile could look nice for the shallows with a fade out into deeper water.

Intelligent life in 1000 years I think would require divine intervention :P   

384
Pixel Art / Re: yellow room platformer stuffs
« on: December 26, 2011, 05:09:49 pm »
I really like the look of this in general :y:

Some of the animations are great, especially the whirlwind ;D top right cartoony blobs has my vote, delicious! some more blobby dust kicked up on contact with the floor would complete it imo. Jump anim. flails about a bit, could maybe have more power if treated with a bit more squash, stretch & snap like some of your other stuff but this isn't my forte, sorry.

Per the mockup and general stylistic direction I'd like to see more foreground/background distinction; the pillars have similar visual priority as does the sprites. Some light greebled silhouette stuff might be nice but this could be a question of taste. Cannon is incongruously colorful, everything else is only afforded accent colours.   


385
Pixel Art / Re: [WIP] Billie the Unicorn platformer mockup
« on: December 26, 2011, 02:47:19 pm »
Not a mess, a nice start ;D

The grass is quite striated currently; try patches of light and dark more like your avatar or else subtle colour change as in your posted ref.
   
Make sure your approach to outlines is consistent - is the sweetcorn foreground (interact-able) or background?

Pixel wise your outlines are a bit jagged, try to keep to smoother transitions on the curves (eg; 1-2-3-2-1 pixel steps) and maybe stick with straight lines where something is nearly straight already.

No need to post blown-up versions of your work with the forum's zoom script :)

I demand more flowers & sparkles!

386
Pixel Art Feature Chest / Re: [wip] Rat Warrior v2
« on: December 08, 2011, 05:14:28 pm »
Love purple war-mouse ;D

Elk makes a lot of good points, but it would require a re-do if you're up for that.

Shadows can appear very strong, almost black in bright, arid environments but reflected light is also very prominent. I would try moving your light source higher for more atmosphere and greater potential for interesting cast shadows and I agree with Corinthian Baby regarding rethinking your fur rendering to be less tube-like.

The metal and new composition look much better but could perhaps do with some additional simplified geography; canyons etc.

387
General Discussion / Re: Casual Pixel Art Encounters
« on: December 08, 2011, 04:41:41 pm »
Facepalm :P

Looking forward to a full composition ;D but you should really be taking your lighting cues from the enviroment if there's to be one.

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I didn't use any refs at all, hence the reliance on a few stock features.
I don't get this impression but you're obviously aware of the issue and I have to ask, why no reference? You've posted here looking for potential problems but finding a few applicable references to guide you would be trivial. At a high level of detail specific minutiae from photo reference that you wouldn't have considered otherwise can make a big difference in believability.

388
Pixel Art Feature Chest / Re: Platforming Tiles [WIP]
« on: December 08, 2011, 04:24:37 pm »
At the moment the grass simply intersects the the rock tiles, try rendering some of the rock underneath it, have it cast some shadow and apply the secondary light source to the grass also. The coloured background is a step in the right direction

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There's a ton of filler tiles and no other art for context, so I don't know how helpful it is to look at
Get inspired  :) look at a bunch of reference; your holidays photos, an image library etc and rough out a background and other game elements in as broad strokes as you like and refine from there.

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Honestly, my enthusiasm for tan rocks and green grass is dwindling fast.
Don't let it! Keep working on them, these are looking really nice and you can easily play with colours later. Character is also well done and should translate well to the new perspective.

Edit - Read back when I'd written here and it sounded awful, sorry :ouch:. Reworded entirely.

389
Pixel Art Feature Chest / Re: [WIP] c + c on 16x16 rpg tiles
« on: December 07, 2011, 10:45:01 pm »
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i'm guessing if i change the palette to something less harsh it should turn out better?

You could do this, you could also fade out the tiles to a single colour over large areas or you only fully render the waves in patches. The only way to find out what might work best is try them.

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I'm thinking that if i actually implement steps 1 and 2 into my process, 3 and 4 will be easier.
Absolutely correct, not only easier because you have a firm idea of what you're trying to do, but of much better quality. Of course staying flexible and taking advantage of serendipity on-route is important too.


390
Challenges & Activities / Re: Palette Workshop Challenge
« on: December 07, 2011, 10:11:32 pm »
Sorry, meant to get back to you on this sooner, I don't want to come across as being ungrateful for your input because I really am.

I'm not sure that I understood what you meant by overshading.  I would usually take this to mean excessive bridging between shades like in a bad airbrush job ;D, obviously the softest edge possible here is four decent contrast steps and I haven't attempted dither or similar but you might say that the values on the top girl and partner are too evenly spaced so as to look a bit like a 'posterise' filter.The lighting is definitely highly mannered but attractive I think.

What was bothering you about the anatomy of pear-man before I posted the skull? I'm afraid the skull was a bad joke, I didn't attempt to keep the lighting or stylistic choices consistent because I thought the idea of his having realistic anatomy was amusing :P. Your edit is priceless though, I wish I gone down that route ;D. Bottom lip  intended.  

I thought I really ought to do a couple of new portraits in the same restrictions (not Mafia though, apologies to the  thread) from scratch since I'm receiving criticism and there's a element of me being a little blind to stuff I've become overly familiar with. I was surprised how much my approach has changed since I did the others. Incremental edits to a couple of the older portraits also.

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