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Messages - AlexHW
Pages: 1 ... 98 99 [100] 101 102

991
Pixel Art / Re: link
« on: October 03, 2005, 04:09:19 am »
I like.
looks good for the amount of colors, but the arm holding the sword looks very skimpy.. might be due to the size of the sprite.

992
Pixel Art / Re: Mental Image Crit.
« on: October 02, 2005, 01:57:18 am »
hm, yeah this new picture seems more understandable since the attention is placed solely on what the character looks like.
It's easier to begin to define what the character consists of now.
If one is to use this picture as reference and accurately represent it, they would need to determine the correct proportions/colors/etc of everything that would be translated into the end sprite before or as they work.

quickly glanceing at it, I can notice that the character can be divided vertically into 3 main parts (toes to knees, knees to belt, belt to neck) and the head ontop. The three I listed are of relatively the same length, but gradually shorter as you go up each level.
I also noticed that his shoulders are very broad, about 4 head widths wide (maybe 5?). His hair also reaches past his butt, and the sword is the same length as the arm (shoulder included).

993
Pixel Art / Re: Mental Image Crit.
« on: October 02, 2005, 01:03:18 am »
hm..
I'm not familiar with this character, so I apologize for any mis-understanding I may make.
But anyways..
The reference pic I would class more towards a promo piece rather than a strictly char design piece which would instead define exactly how things should look. If you were going to keep this understanding, then you would need a better reference which displays the whole character, perhaps front and back and side views.
For me, looking at this promo-ish looking picture, It would be difficult to determine how to translate how the character is depicted here into pixel-art.
Perhaps you only have promo pieces to work from.
In this case, you should determine whether things like the misfigureing/distortion of the character is intentional to the design, and what's its purpose, because at the moment, that is the biggest problem I see with the reference because I'm unsure whether it is suppose to be seen like this in the game (big collar, thick arms and body, long torso, wide cape, very long hair, small sword, small head, big hands), or whether it is the artist's personal tastes.
If there is no defined design, then you must decide how close you will translate her perspective on the character into your perspective.. which attributes she emphasises or not, and which ones you will..

perhaps it doesnt matter how the attributes are stylized, only that the attributes such as hands and sword and so forth are present?..
if everything that makes the character is there, then it should be easy to see that it is just an artist's rendition of the character regardless if it is accurate to whatever is suppose to be determined as so.

..maybe I misunderstood what you wanted us to talk about?

994
Pixel Art / Re: Nurse
« on: September 28, 2005, 07:26:24 pm »
Hi!
I edited your nurse, I hope that is alright..


What I did was mostly edit the lines and a bit of the shadeing, I also added some contrast to her tones to make the difference between them more clearer so that their effectiveness is better.
Perhaps take a look at what i did, hopefully it can help in some way :)

I like the character, looks very cute and fun.
Look forward to seeing more of your work..


995
Pixel Art / Re: Old Stuff from an Old Member
« on: September 26, 2005, 08:28:30 pm »
Nice work, I remember some of these.
As for c&c, I'd suggest trying to use less black lines, because in all of these, the line-art stands out because most of it is black. Might be part of the style though (like the last one).
Welcome back!

996
Pixel Art / Re: Prototype 01
« on: September 20, 2005, 01:09:19 am »

997
General Discussion / Re: One Background and Nine Tiles Needed
« on: September 20, 2005, 12:34:00 am »
is that list of things 1 tile each? or do each item consist of more than one tile?

how experienced with php are you?

998
Pixel Art / Re: I need help
« on: September 19, 2005, 07:38:00 pm »
Helm is right.
although this may seem like a nice idea and may be found usefull for someone who hasn't managed colors much in the past, in the end it becomes a crutch unto the person useing such presets.
Those who use it should be aware of this. But even so, I'm sure it could be insightful to some.
Your consideration is appreciated.

Also wanted to mention the globes look nice. The land masses seem flat though in comparison to the water which is shaded.

999
Challenges & Activities / Re: The Retro RPG Challenge 1
« on: September 12, 2005, 05:03:22 pm »
Looks good pixel32, although it doesnt seem very tiled. For example, the water looks as if it consists of a unique tile for every space, and the trees are positioned in varying closeness to each other that I'm not sure how the tiles are organized if at all..
I'd just suggest organizeing the tiles more, and makeing optimum use of every tile, reuseing tiles whenever you can.

1000
Challenges & Activities / Re: The Retro RPG Challenge 1
« on: September 10, 2005, 11:29:08 pm »
More c&c..

Mori: Nice work, those trees are playful. I would probably try and make the roots blend more into the ground, they seem to be resting on it at the moment. The rocks all look the same and with that blade of grass sticking up into it, it makes them all seem odd. The sprite character seems very well done. I find it interesting how you did your grass, looks stylish..

Josiah Tobin: Nifty idea, I like the feeling of the trees, feels very foresty. I noticed the house is very boxy, I would suggest making the shape of it more interesting by making it smaller and adding an addition to it's side or something, that way it wont be so square shaped. I also think the grass is too busy with such few colors it uses (2). Try looking into how to keep minimal patches and then scatter some details in different places..

Faceless: I'm liking this, its very vibrant. I'd probably prefer the new version since it has more color, but the other seems fine too because it has a sort of hazey summer effect with that one. I love the design of everything, though the trees like mori's seem to be also resting on the ground rather than penetrating it.

Helm: That is quite an interesting concept. Definately better than the first try. I like how you incorporate a sense of depth with the background, playing with the perspective yet keeping the rpg-like view, that's excellent.

Xion Night: hmm.. I like how you attempted to do some night scene. Unfortunately, it is very dark and difficult to make out everything at 1x. You could probably lighten everything up a bit, along with giveing it a blue tint. The blue would help give the impression that it is in the dark.

G_Dragon: I like the direction you went with keeping things small, looks very different from others. Only drawback is that you get a sense of the tiles and blockyness when you keep things small and tight/constricted like that.

Peppermint Pig: I like the rather lush looking scene. There is a lot of variety within the picture. I only noticed the hidden ninja while looking at it this time, haha.. The path could maybe use some varience in the texture maybe..

Pju Pju: Nice effort so far.. The grass is looking very neon, I'd suggest playing with the color a bit. The taller grass patches could be less spikey and more springy. As for the updated version, the sand looks better with a texture like that, makes it more interesting.

Schu: Interesting, its nice you went in a different direction in regards to theme, but alot of it doesnt have much form. There are random looking shapes and it is hard to understand it. I'd suggest maknig it more functional looking. The direction/concept is good though.

Sawtooth: hehe, is that thing stuck in a cave?.. The opening of the cave isn't that apparent, makes the thing look jammed in. Its very colorful, and the details are nice, such as the scaley skin.

Pawige: Very nice, feels very clay-ish/cave-ish.. The small details work well, and its not too cluttered. The sprites look rather small when standing next to the table though, dunno if that is a big deal to you or not.

Akira: yeah, strange sense of color. colorblind maybe? Despite the colors, the details within the image are great, the trees look excellent and the house is nice too. I also like how the road dissipates into the forest. nice work.

ShadowGuy: Nice attempt at a cave scene. Your cave is very straight and flat, i'd suggest more diagnals in the paths and have rockier walls. I also noticed the colors are rather desaturated, which can be good, but you have things that could be improved with a more contrast such as the fire and treasure chest. The characters also blend in with the cave because they are similar tones.

Mystic Aurora: Looks good. I like how you focused the details into the edges of the forms for the ground, gives a nice effect. The character also works nicely. Your house is like Josiah Tobin's, it is very boxy/square-ish. I'd suggest waht I suggested to him, uoi can also look for ways to make things have more form, like adding shadoe under the edge of the roof to make the roof look like its popping out.

eghost: nice looking tiles so far, should be interesting to see some scene constructed out of them. From what i see, things seem alright, hard to check though in this stage.

Indigo: Nice work, I like the choice of colors. The variety of the surfaces are excellent as well as the detail put into them. Everything meshes very well.

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