Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - PypeBros
Pages: 1 ... 5 6 [7] 8 9 ... 122

61

possibly having grass tinted according to the height on the map could help reading the structure ?

62
Pixel Art / Re: rocky platforms [WIP]
« on: July 11, 2015, 10:01:13 am »
I see two main issues with this piece.
First, you have much lower contrast on the top line of rocks, meaning that it look "less concrete" than the rest of the wall. If I correctly assume that the platform is for player to run on, it may misguide them is what is solid and what is not.

Second, you don't have a clear lightsource for those rocks below. They look noisily-pillow-shaded. I recommend you try first to shade them with 2 colors only, far away enough to define some shapes, e.g. having the lower half darker part. http://www.pixeljoint.com/pixelart/37724.htm shows you what you could reach.

http://www.reddit.com/r/PixelArt/comments/179kkw/ccnewbie_rock_tile_set_for_platformer/ on the other hand, suffers from muddy, too organic shapes for being perceived as rocks. Some of yours suffer from this too.

I would recommend http://www.subtraction.com/2014/06/19/pixel-art-tutorial/ as a reference, too:


HTH.

63
Pixel Art / Re: [C&C][WIP] Ground Tiles
« on: July 11, 2015, 09:25:02 am »
imho, it would be easier to understand the style of the rock+grass part if you first try to create standalone rocks that match the style, as it will be closer to what exists. Using the same palette is also a good way to ensure homogeneity. Once you're satisfied with that, small patches of cobblestone lost in the grass may help to approach full cobblestone tile.

Don't lose hope: your tiles are actually quite good although not matching the other's style.

64
Pixel Art / Re: [C+C] [Wip] Sci Fi RPG-Map
« on: July 08, 2015, 09:06:08 pm »
I'm afraid your road is too symmetric. It loses all sense of volume and now looks like a half-pipe seen from above.

I note that you're breaking your perspective with the lamps (spheres should turn to ellipses, afaik), pipes, and the lone antenna on the centric house.

65
Pixel Art / Re: Random stuff
« on: July 07, 2015, 10:03:27 pm »
for the running animation,
Imho, the hips should be bouncing much more. You would have some damping of the fall by bending your knee while running, but not to the point that you maintain your torso at constant height. when the leg is passing, it inevitably lift you for the next "step/jump".

66
Pixel Art / Re: [WIP] Airship
« on: July 04, 2015, 12:27:43 pm »
I love the style and the colours in overall. Maybe the cabin of the airship is a bit massive for the balloon, and maybe it lacks propellers to be recognized easily as such.

I'd have a slight preference for 3/4 baloon, but I can't get convinced by its shading...

67
Pixel Art / Re: Book shelf background
« on: July 04, 2015, 11:36:55 am »
-- --
one more book processed. ... Now every "even" book is cleaned up.

Composition was built based on this photograph, btw.

(it doesn't feel tedious to do, but I'm quite slow at it ...)

68
Pixel Art / [C+C] Book shelf background
« on: July 01, 2015, 09:10:15 am »
Hello all.

I'm back, and still in my fantasy world. I'm working on a new background for an alternate path of my little School-themed game.


^ the concept art scaled to pixel resolution, blended to some background-stylish colors and integrated into a mockup of the upcoming level.


^one of those tiki-styled books with proper shading, possibly needing color reduction, with a gradient that is suited to edition.

Hope I'm on a good path ... I've never tried to address something that big before 0_o
edit: they're finally featured in the game, although I had to use tricks to ensure I'd stay under the tiles count limit.

69
Pixel Art / Re: [C+C] more NES cutscenes
« on: May 25, 2015, 12:38:58 pm »
those two thin line on his face are not imho the best way to define the jaw and cheeks. I'd try something with wider areas of shadow-skin tone instead.

70
Pixel Art / Re: Sonic Items
« on: May 01, 2015, 08:21:49 pm »
It would be funny to see Dr. Eggman with an open mouth like screaming "nooo" while his sign is flipped into Sonic-was-here sign.

Pages: 1 ... 5 6 [7] 8 9 ... 122