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Messages - bluknight
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11
Pixel Art / Re: MrMister - Dumpage
« on: October 09, 2007, 10:48:29 pm »
Thanks for the feedback. Here's a different animation for the new robutt.

The motion of the hat doesn't seem to make sense to me.
I like the idea of the hat moving, I'm just not "seeing" it with the way you currently have it.

12
Pixel Art / Re: Pixel Bunny [WIP]
« on: October 08, 2007, 01:49:09 am »

10 colors instead of 15, showing the power of what contrast can do to a piece, I made two versions since it just shows how much of a difference it looks stylistically speaking when uh, you know, you take out a highlight here or take out a darker shade there(In this case I took out a highlight).
I think your edits made it so that it no longer seems furry, and I don't really think they look better than tarwater's origina..

I'm also not sure what your sentence is supposed to be saying.
Are you saying that to show the power of contrast you made two versions? Or are you saying that the 10 color version is displaying contrast?

13
Pixel Art / Re: [wip!] METROPOLIS, an oekaki doodle? huh?
« on: October 07, 2007, 01:44:06 pm »
I don't know if your most recent post with the cropped image was a response to pkmays telling you you should make it smaller, but I definitely think it looks worse cropped like that.

The chaotic stuff at the top is what a lot of us like about this, and the head being all white looks good when in contrast to that.

I also don't like the solid white head on the other guy. In the first picture, it looked like he had no head and I thought it was much more interesting.
The small guy with no head offering something to this giant head with no body, all in a war torn city. It even seemed like the giant head was looking THROUGH the small dude, and the small one is offering something to the giant head which seems to indicate he is of a higher class or of more importance.

This is part of the nature of such scribbley art though, people tend to see in it what they want to see.
I hope you find this post as interesting as I found that first piece.

14
Pixel Art / Re: [wip?] METROPOLIS, an oekaki doodle? huh?
« on: October 07, 2007, 01:32:14 am »
It's very cool, but doesn't it break one of the forum rules?
I don't think it can be considered pixel art since pixel art is art on the pixel level...
In this strictest sense this was drawn with pixels, but care was not made in their precise positioning, so this is more just computer art.


I definitely like it though, looks like a war-torn city, and the huge head reminds of Doctor Who and the Face of Bo

15
Pixel Art / Re: Insomnia MMORPG Characters
« on: October 06, 2007, 06:02:55 pm »

That looks very odd, it looks like his legs are getting twisted up like noodles.
Maybe it's just due to the low frame count, but yeah... very odd.

16
bumpdate: WIP masked man (one of several, this one represents Malach)



You say masked man, but this struck me as a female character.
Were you not being literal when you said masked man?

17
Pixel Art / Re: Lectro Mockup Madness (New demo; Sept 26)
« on: October 06, 2007, 02:05:15 pm »
You know, I liked that I felt a sort of "weight" with Lectro in the demo. I kept playing a "clunk!" sound effect in my head whenever he jumped and landed.

Maybe if I make a cool thread programmers will come along and make stuff for me too!
If someone had art for me and a good idea, or wanted to just make art for me, I would be completely willing to do some programming.
-

The first demo is pretty terrible in my opinion, in terms of the programming of the character's movement. It feels slow and unresponsive and for some reason pressing left in the air makes you move left really quick though pressing right just acts more like how one might expect.
The slow and unresponsive feeling is often what happens if the acceleration is too slow. You can use an acceleration model of control for the player's movement rather than velocity based and it can make things seem less "jumpy" when they turn around and such, but if the speed cap takes too long to reach it ends up feeling unpleasant.
One of the great things about Cave Story is how finely "pixel" tuned the controls to make it a complete pleasure to play.

The newer demo by the other programmer wouldn't run on my computer, so I can't speak on that one.
 

18
Pixel Art / Re: Hammerfall
« on: October 06, 2007, 01:42:03 pm »
sorry for double posting, but I got an update
Got some help on the pixeljoint forum


I like this version much more, it doesn't look like the hammer is going to fall apart anymore.

19
Pixel Art / Re: The Adventures of Beo (mockup)
« on: October 05, 2007, 01:38:49 am »
this game would be best played at a high resolution.

Do you mean low resolution? At a high resolution those characters are practically invisible!

20
Pixel Art / Re: (WIP) Platform game totall makeover
« on: September 29, 2007, 06:31:37 pm »
really sorry for tripple post.

Big uppdate ;D

I like to be able to actually see progress made in these threads and see how people are implementing other's critiques. When you just update the first post and remove previous iterations, it takes away my ability to learn from it.

I don't know if other people are of the same mind, but I certainly wish you would stop doing it like that.
I also think the expectation of people in this forum is that the most recent version will be in your last post, so they may go down to the bottom and not see it, and as a result not give you critique, or if they do, without seeing the other iterations it is hard to see what you have attempted to fix and hard to get a good critique of the entire process.

No offense is intended, I am here to learn and I am sure you like to get good critiques and I think doing it the way you are prevents both of us from accomplishing our objectives.

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