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Messages - Scuba Steve
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11
Pixel Art / Re: Mythical Figurines
« on: July 15, 2008, 11:41:13 pm »
I was thinking more like this for her hips...



I really tried to comically thrust her hips out a bit and make her lower body curve with her upper body.  I also made her lower body a bit longer since the tail replaces the legs... I felt that, visually, the tail should probably be as long as a pair of legs... probably a bit longer.

12
Pixel Art / Re: Mythical Figurines
« on: July 13, 2008, 04:38:14 pm »
Mirre... if I'm not mistaken... didn't you once put together another mermaid image which was critiqued on the board, and even made a feature?

From just a cursory glance, what catches my eye is the tail segment... it doesn't feel like it follows the same flow from the upper body.  It feels like there is this feminine figure, arching her back and thrusting her chest forward.. and then a tail half that just sticks out from that... it doesn't seem to flow in the same way as the upper body.  Maybe the hips could just out a little more and there could be a crease where the body tucks into the top of the tail?

I like the colours, the technical aspects seem fine so far... I think you could also, if it was you who posted that previous picture, take a few glances at some of the old critiques because they might still apply (hair, hips).  This is turning out nicely; If you are indeed the same person... I'm sure this will turn out great since the last one I remembered came out great after the critiques.

13
Pixel Art / Re: Super Syobon!
« on: February 04, 2008, 04:11:40 pm »
I originally had more subdued highlights... but the game runs in a tiny window at a low resolution.  When I played it it just looked like a washed out block of colour.  I've been playing it in XP's "run in 640x480" mode and it helps make the game look a bit better.  After playing I had gone back and made the highlights brighter to try and give the blocks some detail that could be seen.

What if, on the player, I changed the selout to be darker?  I want the character to retain the "black" outline look... but not be just a character with a solid black border?

14
Pixel Art / Re: Super Syobon!
« on: February 01, 2008, 10:21:41 pm »
Sorry... it's a little graphic intensive...







I wanted to try and keep a bit of the black outlines that the original characters had... but give them my own twist.  For most of the sprites I went with a very dark coloured outline and antialiased a bit into it.  The first screenshot shows off a bit of Grass I was trying with the tiles.  I also included a screenshot of the first pic as the game originally appears.

The Bedobear thing was because the original game had this hideous character that looked almost identical to him... but white.... so I just threw him in.  It's a miracle I even know what it is... stupid internet.

15
Pixel Art / Re: Super Syobon!
« on: January 30, 2008, 09:52:05 pm »
I uploaded all the old material with some more illustrations.  Man, it has been fun doing pixeling again... I'd love to get some feedback since I feel a bit rusty.

Sorry, no screenshots... but you're not missing much... the game is still pretty ugly even with my changes.  I'd love to do some backgrounds and foreground stuff... but without being able to put them in the game... it seems futile.

16
Pixel Art / Re: Super Syobon!
« on: January 24, 2008, 09:54:32 pm »
Usually I am not a fan of double thick borders... but the game runs in a window and it suffers from another thing I hate... pixeled games running in a high res in a small window.  The original RPGMaker95 suffered from this... I hated the small tiles and high resolution.  When RPGMaker2000 came out and ran in a perspective that doubled the size of the pixels, it was much more aesthetically pleasing to me.  The sprites get the same effect... look at them unzoomed, then zoom in once to double them.  I find them much more appealing at twice the size.  Doubling the border KIND OF gave it a thicker look that looked OK at the smaller scale... so I tried it out.

Am I making any sense?

17
Pixel Art / Super Syobon!
« on: January 24, 2008, 01:07:34 am »
I haven't done any pixel art in a long time and I had an itch today to start some stuff.  I have been playing this stupid minigame called Syobon Action!... if you haven't played it, prepared to get raped.  The game is stupid difficult, but it has some clever ways to kill you.  More to the point, the game is pretty ugly.  I opened the resource folder and learned that the game just loads the artwork from png files... so I began doing some minor edits to make the game a bit more appealing.  I have been doing these mini edits for the last day and am hooked... it's been fun trying to see how I can re-imagine the game.  Below are a few images of the work I've been fooling around with.  Critques of the work are welcome... and one thing I want to know what people think... does the main character and objects look better with a double thick outline or a single line?

Also... if the bug bites you... feel free to post your edits of tiles and sprites in here.












Hopefully... it won't be too difficult for you guys to pick out which tiles I've done and which are the originals :P

18
General Discussion / Re: Challenges and helpful editing
« on: January 14, 2008, 05:07:03 am »
You're right, it is a petty argument of semantics, since we seem to agree on the nature of edits.  I just think that referring to edits as helpful advice rather than "correcting" something wrong helps make them more palatable for critique... who likes being told "you're wrong".

That does bring up another thing that I think could go a long way to help people give more effective critiques.  Pixelation has always been a terrific site for constructive criticism on artwork, something many art sites I have visited don't have.  A large part of this is the members who take the time to reply and give helpful suggestions and art advice.  However, I think a number of critiques forget to point out what the person is doing right.  It is much easier to point out what someone can work on... but takes work to point out what they are doing right.  The most beneficial part of positive criticism is not turning the artists away... Telling someone their piece needs to work on anatomy, scale, composition and shading are valid criticisms... but nobody likes to hear nothing but what they are doing wrong.  A little positive feedback makes a lot of difference, and I think sometimes it is missing in lengthy critiques.

19
General Discussion / Re: Challenges and helpful editing
« on: January 12, 2008, 08:44:41 pm »
If you look at an edit, see what you did wrong...
That's the only thing I took exception to.  An edit isn't to fix something "wrong"... but, I would say, to demonstrate a technique, method or change that might be more effective.  Your fundamental argument is fine... I just didn't like the use of the word "wrong".  I don't think this is a math equation that has a correct answer, but there are certainly more effective methods that an edit can help illustrate.

20
Pixel Art / Re: Commodore Icons
« on: November 27, 2007, 06:13:09 pm »
Photoshop has all the tools needed to do pixel art... and then some.  The only reason I don't use it is because it is a memory hog and takes a while to start up... not what I need when I want to quick push a couple blocks.  The simple answer to overusing Photoshop's tools (and it's not just pixeling that can be abused by overuse of photoshop)... is to just not use anything other than 1px brushes with no aa and the fill tool.  Of course there are plenty of tools like selections, layers, colour correction... which, when used by a knowledgeable individual, can save time and still be pixel art.

Photoshop may be overkill, in terms of features needed for pixeling, but it has the tools you need and a good artists knows how to use the tools correctly.

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