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Messages - PypeBros
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21
Pixel Art / Re: Techniques and tricks for good looking tilesets?
« on: January 25, 2017, 07:26:27 pm »
I just stumbled upon a tweeted picture that just illustrates what I wanted to say on the topic

- the balance of colors is important. ocres vs de-saturated greens work well. purple-tinted shadows work also well to suggest a fantasy setting.
- the texture of the grass is implied, rather than painted over the whole picture. That makes the whole less noisy and allows to use contrast density to separate navigable areas (flat ground) and non-navigable areas (textured walls/trees).
- by implied, I mean that you spot the grass texture on the shadow/light transitions on the ground.
- individual items (rocks within a pile, bush within an understory) use no art line. shadows and highlight sculpt shapes and this is all we need.
- tiles frontier are made organic, so that you can have more natural-looking environments, rather than using straight lines.

HTH.

22
I especially love the way Minish Cap brings diversity and theme-fitting in the dungeons.
- vs -
They avoided noisy textures on the playable floors and used instead slight details that suggests defects in the pattern (place where floor is damaged, where wood has cracks, etc).
They also very smartly exploited walls to come with visually very insteresting doors and wall corners.

23
updated again. HUD and menu fixes, gameplay polish. I promise there will be a final level if there is ever a future update.

24
Pixel Art / Re: Metal Shading Practice!
« on: June 19, 2016, 07:49:52 am »
an edit ...

25
Pixel Art / Re: Idle and Running platform character
« on: June 18, 2016, 06:52:18 pm »
The lightning effect is quite well rendered. Is it working with a limited palette ?
I believe however that it would be easier to judge / comment / edit the art if you show the scene with minimal lightning and camera scrolling, though.

26
Pixel Art / Re: Begginers Elf
« on: June 18, 2016, 08:47:08 am »
Hello and welcome,
you might want to copy the "bbcode" instead of the link to the imgur page...You should have an "edit" button to fix your post.

27
Pixel Art / Re: Metal Shading Practice!
« on: June 17, 2016, 05:07:51 pm »
The pipes from the Mario series never read to me as metal, I always saw them as plastic.
Well, they're outdoor, so likely coated and unlikely polished. More looking like a metallic school fence than to a shining steel pinball. The suggested update is gorgeous, art-wise, though.

Just one note: the pipe should actually *enter* the ground. Right now, the little shading difference at the bottom makes it look more like it has a hat-shape, or a flower-pot shape, and could be freely moved on the ground.

28
Pixel Art / Re: Metal Shading Practice!
« on: June 15, 2016, 10:02:34 pm »
the shading you have on the top of the pipe suggest rounded top, like at the top of a bottle. Mario pipes are typically shaded as if they had completely flat top.
possible reference

29
Pixel Art / Re: [c&c] Grimy Bathroom
« on: June 14, 2016, 06:18:40 pm »
thanks for the crit guys :D here's a new version. fixed some of the stuff you guys pointed out and added some more things
Given the angles with the camera, the mirror is more likely to show what's in the lavabo.

30
General Discussion / Re: The good palette/colors ?
« on: June 09, 2016, 05:02:23 pm »
it is usually good practice to work with a reduced set of colors. It is usually easier to add in-between than to clean-up duplicates / close colors.

As for "which palette to chose", it completely depends on the scene you want to render. E.g. dramatic vs. dark vs. cheerful vs. quiet won't use the same colors. You may want to start with the colors featured in e.g. Arne or NES palette if you don't know where to start with. You could also look for the Open Platformer Project (or something similar with other game genre) and reuse someone else's palette until you've grown more comfident about your color picker skills.

(I deliberately skip about how *I* pick my colours, because I don't have a good process so far)

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