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Messages - PypeBros
Pages: 1 [2] 3 4 ... 122

11
Pixel Art / Re: Little Witch Critique
« on: November 09, 2017, 08:32:55 pm »
Something needs to be done about her skin and hair colour, imho. At the moment they're both very close to each other (and also very close to the background colour), making the whole hard to read.

I'd encourage you to change the pose more between the three different states in he game, like having her 'plunging' a little bit when firing and having her hat and legs show a "shocked!" state when hit (as in a comic).

12
Pixel Art / Re: Tileset for RPG
« on: November 09, 2017, 08:24:53 pm »
nice pixels, good palette choice (wouldn't be surprised to learn that it has roots in the GBC Zelda Oo* series). What is a bt perplexing me is the perspective of the trees. They look quite side viewed while I'd expect a mostly top-down angle. May I ask you to add a tile with a cubic crate/object to see what is your intended perspective ?

13
Pixel Art / Re: [C+C] [Nudity] Game Main Character: Female Spy
« on: June 29, 2017, 08:57:28 pm »
--

I note the gun is closer to the head on left picture, which looks like a more natural posture. Holding it 20cm away is likely to put more stress on the arm's muscles.

There's also something with the shape of the elbow that should be fixed. If you can find some reference picture, it might help.

14
General Discussion / Re: Pixel-Gameart Appreciation Thread
« on: June 29, 2017, 08:50:10 pm »
Know it from PJ way back, never realized that this was an actual game. Search led to your blog which led to TIGS thread, but link to game is dead.  :(
I think it was a 2-worlds demo. Nicely put together, but lacking something that makes you feel the urge to come back to the game, if you ask me. Have you tried to use archive.org on the location where the file should be ?

15
General Discussion / Re: Pixel Art Tutorials by Henk Nieborg
« on: June 29, 2017, 08:44:42 pm »
Very nice! Tutorials straight from one of my favourite pixel artists!

I took some time to study your palette choice (noted 6 colors per "gradient"). Hope you don't mind if I post my findings here:


Live long and prosper ;)

16
General Discussion / Re: Pixel-Gameart Appreciation Thread
« on: June 27, 2017, 08:56:18 pm »
Shantae on DSi


Frogatto & Friends


Ziggy


Fury of the Furries
- -

And I loved the art of the original Rayman but it's actually not really using pixel art.

17
Pixel Art / Re: Need some feedback on my game art!
« on: February 12, 2017, 09:12:27 am »
Your tweaks on saturation did a nice job, but there is still (imho) a lot to do. You still have several objects that mostly catch the light on their very edge (the stone, the bushes), and make them look fairly flat.
The rocks in the dirt use pillow shading, which makes their shape quite undefined. I think you can do better with the colors you have picked there.

Possibly, what troubles me the most is the shapes you use for mountains. They look made of bumps as the bunch of leaves used on the tree, while mountains would more likely be curved in the other direction (inwards).

Hope it will help.

18
Pixel Art / Re: [WIP] Tower Scene
« on: February 06, 2017, 06:54:03 pm »
Imho, the biggest issue is that your tower IS still square with à square stairs tile. The border suggests 1:2 perspective, meaning that anything that has à square top should bé drawn with à 1:2 ratio rectangle.

19
Pixel Art / Re: naked bases + a skeleton
« on: January 31, 2017, 08:02:45 pm »
Ah, thanks guys. Yeah the girl is positioned that way because for now it's the only way I can seem to show off her curves that signal her gender, without having her same-colored arms disappear into her torso.

Speaking of animation:

I think a real runner would have the head more focused and have the shoulders move instead.

20
Pixel Art / Re: Techniques and tricks for good looking tilesets?
« on: January 25, 2017, 09:32:07 pm »
sure, increased noise in the grass can work. Imho, however, it is very hard to get it right for non-professionals. You will very easily distract from what matters, use too much colors or too much contrast, or make it look too artificial, or too repetitive.

The other thing is that, at some distance, the hues and shades of grass tends to blend. much like the cement between bricks do blend. You can decide that you want to keep as close as photographic rendition as your resolution/color depth allow, but from what I have observed for game art these last years, I have been amazed that a lone tile that shows a few bricks that stick out (e.g. because they are out of alignment and cast bigger shadow) in an otherwise plain color is a much more effective way to make player feel like there is a wall behind him than fine-grained texturing. It is not the only way to go, but an interesting way to go, which imho would be easier to follow for novices and often overlooked.

HTH.

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