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Messages - coffee
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11
Pixel Art Feature Chest / Re: Hyper Light Drifter Inspired Sprites
« on: May 01, 2014, 07:35:43 pm »
Quote
As for colors, I have zero talent other than washed out.  You mind if I touch on your palette?

I see you went ahead, but yeah that's absolutely no problem : P

12
Pixel Art / Re: More my Usual Style
« on: May 01, 2014, 07:31:11 pm »
Quote
Bit of an excuse, but I do want to keep them in the same general pose for consistency, but for the future I'll definitely differentiate the poses a bit more.

I think you can work with other elements rather than pose to get a consistency. Like colour, which you've already done. Like said before there are a lot of "bad" shading and colours that aren't effective.

Also using keeping the style as an excuse won't get you anywhere. There are issues that are non style related to both of the versions.
One of these are the anatomy. Even if you can go far regarding this for style there has to be some limit before the character just look weird and non believable. Like said before the proportions of the body just looks so off that you can't excuse it as style.
Another concern is the colours. I think you can try to be more creative with how you think with colours and take it up a notch. Dare play around with palette a bit. There's so much grey and white going on that it just makes the characters uninteresting. So in my brain there aren't really a big difference between the two different styles you've served. They give the same reaction.

I take it as you want to go for a sort of anime look for your ordinary style, here's my take on it:



Also, I have as a thing to avoid using the colour I use for outlines inside the sprite as much as possible or at least keep them seperated.

Hope it helps you on your way!

13
Pixel Art Feature Chest / Re: Hyper Light Drifter Inspired Sprites
« on: April 30, 2014, 12:54:53 pm »
Hey Rosier

I'm not sure if you intend this to be a game character or not. If it's supposed to be, I think they main issue with the animations is that it starts off in a very stiff pose. It would be very weird if you ran around and than suddenly stopped to an halt to do the motion in your animation. I would try to put a bit more power into it with more anticipation.

I'm definatly not an expert in animation but I would do something like this instead:


More movement could possibly be done but I have little time, someone here could probably make this a little more interesting! I've also changed a few of the features and since you're going
for a HLD style I would make the colours stand out more as individual spots. Right now it's a little to dark and messy.

Good luck!






14
Pixel Art Feature Chest / Re: Pacific Grove
« on: March 20, 2014, 07:50:31 pm »
Yeah, don't pay any mind to the squarish pixels. Was in a hurry and only roughed things down with a larger brush. I think Zlym will refine the squarish forms in the background as he goes as well. It was just an edit to show an alternative direction.

15
Pixel Art Feature Chest / Re: Pacific Grove
« on: March 09, 2014, 02:04:03 pm »
Hey Slym!
This looks really wonderful so far. I don't think you should mess with perspective a lot more, I like the edit where you had started on the sand etc. It looks best so far imo and the perspective doesn't really look off, I think it has to do a lot more with that some pieces are more detailed so far and it just messed with your focus a bit when you look at it. Although I would change the colours in the background a bit more and make it more pacific, meaning the humidity is higher and I would use a colour more close to the sky.

One thing that I'm not sure about is the fog. I would probably drop it. It doesn't make that much sense since it's daylight
and it would more or less have dissappeared by the time the light is like this and it gets confused with clouds instead.

made a really quick edit:



One last thing! With those kind of waves, there would be a lot more foam going on around the cliffs, didn't have the time to go into that but it could be something to think of.

Looking forward to see this complete =)

/coffee

16
Pixel Art Feature Chest / Re: Night Shop
« on: February 24, 2014, 10:48:53 am »
This looks pretty nice!

I don't think the light to the right is ment to be the moon, but more of a lantern sort of thing?
I think the right sides looks good and gives a nice contrast to the left. What's missing and making it look a bit weird is that it got no background.
I would suggest that either the lantern on the right casts som light on the ground a bit further back, reavealing some foliage perhaps. Or imagine  windows
or a porch in the back that casts some light to the background. Any would work and give balance.

So far good work =) Really like the colours

17
Pixel Art / Re: Ninja [wip]
« on: January 28, 2014, 09:42:58 pm »
It seems like you've decided to go for an entierly different style, I personally liked the old one, it has more personality.
I would also ditch the outline if you intend to only display it on the grey background and want to use AA to smoothen it out.
Talking about AA, it's a bit of a mess and things could do well to be cleaned up somewhat in the direction of your newest version, although the newest version
could use some of the softer curves the old one got.

I made this edit for you where I cleaned up the edges, the A.A and some other elements, adjusting his body and so. I also made the details clearer and more easily readable(was in a hurry so his lower body became a bit sloppy):



Hope it helps you in the right direction!

/Coffee

18
Pixel Art Feature Chest / Re: First Pixel art. (Need direction)
« on: January 26, 2014, 03:04:10 pm »
Dithering is basically just used when you have a color restriction, or like Probo said, for a personal challenge or style. However, like people here said, it tends to look pretty bad for a trained eye
when you don't really know what it is used for. It's basically for blending two colours together to eliminate some size to the image file, by creating a third colour for example by blending two colours together, or make a nice gradient with minimal amount of colours used.

Here's a good tutorial:
http://www.spriteland.com/tutorials/pixel-art-dithering-tutorial-what-is-dithering.html]]http://www.spriteland.com/tutorials/pixel-art-dithering-tutorial-what-is-dithering.html

19
Pixel Art / Re: How large a palette does a 2D pixel action rpg need?
« on: January 20, 2014, 07:06:39 pm »
This should probably be moved to General discussion.

To answer your question, there are no limits in that way anymore if you're plan isn't to port the game to an older platform. Like NES/SNES you would have to use the restrictions, but if you intend to have this on a modern computer/console You shouldn't have to think about colour restriction.

there are other reasons to not use too many colours. You can get better readability on smaller sprites etc.

Hope that answers your question

/coffee

20
Pixel Art / Re: Need help with Iso Characters for game
« on: January 16, 2014, 10:37:44 am »
You've basically not given us anything but a conceptart of Mysterio? I think you should probably have some conceptart made for the actual character you'll be using.
There are plenty of isometric pixelart games and you shouldn't have a problem just googling it and find some sort of isometric reference.

I don't mean to be rude(If you are serious about creating a game), but you can't ask anyone to help you out of you don't even post any sort of work you have done. This part of the forum is for posting you pixelart and recieve feedback, not asking for help without presenting any sort of work related to the actual sprite you are looking to get help with. We are not the concept artists, we are merely here to help you improve, not create things for you.

You often get a better character if you do some pre-work, concept art, writing something about the character/short biography, what type of person it is, what clothes are appropriate for his mission. etc.

Here are some references:



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