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Messages - PypeBros
Pages: 1 ... 6 7 [8] 9 10 ... 122

71
Pixel Art / Re: Tile help
« on: March 28, 2015, 02:48:00 pm »
it looks nice at a pixel level, but imho, you have an issue with perspective. Your tree should fit in a cylinder, and its root would be near the center of this cylinder's base -- most likely hidden from our eyes with such top-down view.

72
Pixel Art / Re: Waterfall flow problem
« on: March 26, 2015, 08:32:48 pm »


How about some stretch and squash?

(One time, I stared at some waterfalls for a long time... this is what I learned, but never animated what I observed)

Movement of flow feels nice, non-vertical borders make sense, given how water loves to stick close to water ...
but with non-vertical edges, I think you need to bring movement to the edges too. Possibly with some sub-pixel animation.

73
Pixel Art / Re: [C+C] Walk Cycle
« on: March 16, 2015, 08:18:09 pm »
You might have a more interesting result with shoulder movements and the cape flowing with the movement.

74
Pixel Art / Re: 16px platformer
« on: February 15, 2015, 08:17:42 pm »
afaik, their modern incarnations are Schism tracker and possibly Milky tracker. On the player side, libmikmod covers most of the needs.

75
Pixel Art / Re: Make this sprite better!
« on: January 20, 2015, 09:37:37 pm »
It could use quite some work.
- shoulders shape is odd at best,
- arms are too long, legs are too short,
- neck is too wide compared to the rest of the body stature,
- shadows on the skin are quite dimmed, that lacks contrast,
- contrast on the seams are excessive,
- lines for the clothes are jaggy,
- highlight on the furthest edge make little sense for volume.

I'd suggest you build a simplified version, cell-shading style, to get shapes right before you push further shading.

He's got character, though. Try keeping the eye position in your revisions.

76
Pixel Art / Re: [wip] Bilou's school : Pendats goes marchin' in [c+c]
« on: November 30, 2014, 10:05:37 pm »
The pillars shape is a little confusing maybe? and the way you are clustering is making it look a touch flat, but it's a fairly minor gripe all up.
Thanks for pointing out. I'll look for ways to improve that. The pillar is supposed to be sort of twisted, like with forgery.

77
Pixel Art / Re: [wip] Bilou's school : Pendats goes marchin' in [c+c]
« on: November 25, 2014, 10:26:53 pm »

Adding a run animation for the pencil soldat.



(looping fixed for the previous post)

78
Pixel Art / Re: [WIP] [C + C] Enemy Design for a Future Game
« on: November 09, 2014, 01:55:21 pm »
As for the choice of colour, I'd say that the hair is very blue. Not just blueish. Same goes for the green outfit, that is very saturated, but surprisingly the chest is very dark while the arm in the shade is lighter. Possibly seeing the sky and ground colour could help us having an overall idea of the background your guy must stand against.

You did a nice job bringing in volume and readable expression on the face.

Just make sure you don't leave straight lines where curves are expected. I spot such on the boots and on the knife.

79
Pixel Art / Re: Forest Scene (WIP)
« on: November 09, 2014, 01:46:12 pm »
You put nice detail in your texture, but it gives me an odd overall feeling, as if there were pillow shading on many place. Yet, when I look closer I do not spot pillowy places. Maybe your light source isn't sufficiently defined and the different element suggest it comes from different places together ?

80
Pixel Art / Re: Nina the platform game heroine
« on: August 18, 2014, 09:25:46 pm »
Imho, you've got a bit too much space between the eye (usually, there's one eye distance between the two eyes), which gives her more an animal look than a human look, imvho. That feeling is reinforced by the lack of nose or mouth. 2DKnight's edit imho fixes the issue.

There's a readability issue with dark hair + dark skin, too, especially since your brown skin is somewhat blue-ish. I'm impressed how the hairband fixed that, clearly separating the two clusters. Clever trick.

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