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Pixel Art / Re: City Background (TIPS and CRITIQUE NEEDED)
« on: January 09, 2014, 04:08:51 pm »
Just glanced really quick through this

Thought i'd just make a more dynamic edit of Mathias's edit to give you another example of what might work and prevent the flatness! sorry 'bout the sloppy gradient.

Pixel Art / Re: Black bear C+C
« on: January 03, 2014, 09:06:14 am »
I don't know if it's just me, but I can't see any bear? : ( maybe it's a polarbear in a snowstorm?....

Pixel Art / Re: "Atari ST Robotz"-like shooter, but with NES restrictions
« on: December 13, 2013, 07:32:07 am »
Plenty of games where the HUD isn't at the top or it's spread over the screen. If the readability changes it's because of habit. And no it's not called "Head up display" because it's over your head, it's named after the HUDs in Jets. Where you have a transparent board of information right in front of you face so you don't have to look down at the instruments to see important information. "up" is implied therefore, as to not look down.

following the proper idea of a HUD would be something like this then:

If you look in the middle of the playing area and then look top and back, then bottom and back it will take you just the same amount of time to do it. And to be honest it doesn't bother me at all the HUD being down there, Kasumi probably just ment that it usually is top and have been in NES games, but it most definitely have some other reason, probably where it "collides" with less things.

Anyhow, Very nice job!

Pixel Art Feature Chest / Re: Slashing Animation
« on: December 07, 2013, 07:35:18 pm »
Nice one! It's good to see that you used what you had learned from doing the other animation and put your own touch to it. I am not at all an expert at animation, I'm currently putting a lot of time learning whilst doing projects.

Like you said there are things to tweak. First of all I think it would look good if he actually turned his head a bit, would make it easier to see that he got his back to us when he charges and easier to see it's the front when he's done. Also the arm looks a bit dislocated in the final frame, I think you should move it a bit more up and also perhaps give the strands of hair a bit of movement to make it more alive.

nice progress


Pixel Art Feature Chest / Re: Slashing Animation
« on: December 06, 2013, 09:47:09 pm »
Well no, there are plenty of ways to make a sword slash animation since there are no rule saying there is a certain way to slash a sword in a digital world. However since there were plenty of people reacting on it looking almost exactly the same does say something. I'm not calling plagiarism, I'm just against taking shortcuts to make something look good without actually learning something, like someone mentioned earlier. There is a big step without any really explanation between the first version and the second, upping the quality of the animation several dots.

and coming out with a version inspired by your own imagination and with your own style on it will probably make you a better artist. Why is that not sought for?

Pixel Art Feature Chest / Re: Slashing Animation
« on: December 06, 2013, 04:46:37 pm »
People put a lot of time and thought into their projects and it often becomes somewhat like a baby. Artists on the internet are very exposed so that's a reason for the harsh tone it might take sometimes. It's hard to track down and get a formal closure to something that breaks copyright when we are spread all over the globe, almost impossible.

It was my first thought when I saw the animation as well, that it looked very much like the Chasm one. However it's good to do things other do just to understand what they have done. Just don't make it a habit and never stop trying to develop your own style and mark on you art.

It's a great feeling when people can see that it's you who've made the art without knowing beforehand.

So try to make your own version of it ! Because now I can't really see the difference.


Pixel Art Feature Chest / Re: [WIP] [C+C] Self Portrait
« on: November 24, 2013, 10:02:05 pm »
Hi Gamer

It's a common misstake to hasten yourself into details. Trying out different shading and so is OK, but try to get a whole shape together first and then go into detail.
One thing that helped me when learning to draw faces(digital) was simply just to draw onto the picture.
When I started doing oil on canvas and wanted to study a special technique I printed a copy of a painting and started to paint over it, mimicing what the artist had done.
The same thing can be done here.

Made an example of it(mainly on the left side, left the right side alone(also made it a bit smaller to not have too big areas to work with when you are not entierly familiar):

Simply use the colour from the picture and try to get a shape going.

You can also use a program to reduce the amount of colours in an image to more easily see shapes, shadows, lights etc.:

Try to study the face more profound then you will discover things like your left eye actually looks blue in this light your right eye looks green. If you can pick elements like that out you will
get a much more coherent and lifelike portrait.

So conclusion, it's really about the details on a person that makes it look like that person, it can be a mole, a wrinkle or w/e. But you have to focus on getting a solid ground to stand on just before you go into it =)

good luck


Wanted to add that non-realism can be done without outlines aswell. I don't think that you should focus so much on why in theory, more why in an artistic way. Why would an outline look good here and why would it not look good somwhere else. In my opinion you should try to just study and make things with the use of reference pictures or simple get inspired by other peoples art, and decide on your own.

So don't get stuck on something like outlines, why or why not. I would say it's more a choice of style. However it can of course be used for other purposes like mentioned. Like making something popping out of the screen a little bit more than something else. Use it as a thin shadow or light.

Computer Animations (and pixelart) is something very new compared to other forms of "drawing" etc. and if you see a really good animation or a piece of pixelart, the majority of the times that man or woman have a wealth of experience drawing with a pencil, on paper. So if you've not practised pen and paper I would suggest you try to at least do something every day, or at least regularly.


Pixel Art / Re: Help with Cave tileset for platformer [C&C][WIP]
« on: November 06, 2013, 11:07:55 pm »
I don't think It's a matter of the character being more simple than the tile. I believe it's the different kind of palette style you've chosen for him. I would probably drop the outline on the character completely since everything else don't have it, like mentioned before. I also made it a bit bigger cos the extremely small version makes you have to squeeze things together so hard it might miss the actual style you are looking to have overall, or at least ended up with on the tiles. I also wouldn't change the tileset to match the character. Your tileset has a lot more effort and thought behind it than your character have atm.

Also try not to post these huge upscaled images (Now I did since it already was there). It's handy for people that want to help you by doing edits.

Pixel Art / Re: Character Animation - Help appreciated ^^
« on: August 31, 2013, 12:19:29 pm »
i just read the whole thread again... and realized how unfriendly my words sound when reading them out loud...
just so you guys know i do not mean it in any unthankful undfriendly way! i am just... not always overflowing with flowers ^^; and a bit too bold maybe :|
just in case if someone felt that im unthankfull, no i am not thank you all so much fro trying to help someone thickheaded as me!

Good thing you noticed  :y:

The feet are not larger at all. But drawing them a bit larger when they are closer to the viewer helps with the perspective and depth. And in my opinion it looks a lot better(And it doesn't destroy the style you are aiming for)

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