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Messages - Ryumaru
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Pixel Art / Re: [WIP][CC] Ancient Temple/Tomb 2D sidescroller tiles
« on: November 26, 2021, 03:40:34 am »
Not much critique from me, it seems to be progressing nicely! If you're still around, you might get more eyes on this thread now that I've approved it from our overclocked spam filter  :)

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Asset packs might be the way to go if you're looking for things that are fairly standard, and the cost is going to be much cheaper than what you would pay for a hired artist. Every artist has different specialties and methods, so it's difficult to tie a certain asset with a time/ price.

https://cyangmou.itch.io/pixel-art-fantasy-iconset-24

https://ric-gamedev.itch.io/pixelarium

https://trixelized.itch.io/starstring-fields

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Pixel Art / Re: Dithering on top of pattern?
« on: March 24, 2021, 05:23:53 am »
You're doing it mostly correctly! This just happens to be a failure of the dithering technique- there's only so many places the pixels can go. Most pixel art pieces would avoid interactions like this for this very reason, or have a higher color count so that the dithering can be subtle and not feel like it's interfering with the pattern itself. Choosing between a darken mode, which would make the pattern fade into the shadow, and a multiply mode, which keeps it intact in the shadows, is also an artistic decision to be made.

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General Discussion / Re: Octagon in top-down perspective?
« on: March 24, 2021, 04:56:57 am »
Well, it depends on the exact projection angle you're using for your game. Often this angle changes to suit the asset or fit within tiles anyway, so in pixel art at least, it's not a hard science. the best way I can think of is to take a look at cyangmou's projection tutorial, find out which angle fits your game best, and then just project the octagon onto the surface, scaling it's height as necessary:




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Pixel Art / Re: [Feedback] [CC] Bolero: Fantasy Tactics, pixel art
« on: March 12, 2021, 05:18:30 am »
Hey there,
Your dedication to this project is admirable! I realized I first made an edit on your sprite of this character over 2 years ago. Well since you're still at it, I'll give you a second round!

It looks like you've gone through quite a bit of iteration on these portraits, I can't tell you which direction to take it, but I can see that there is a bit of mismatched combination of techniques ( selective outlining in some areas, not in others etc). This latest one also includes some heavy pillow shading in the shoulder- some of your earlier versions handled this better I think.

Going back through the thread I see you've messed with this portrait quite a bit, and honestly many of the directions were plausible. I would try to find a specific style as inspiration that you really like, and don't mind if you're wearing it on your sleeve. I was looking at some Breath of Fire while doing this edit, but it could be anything. It does make sense to get your style nailed down before doing more- but keep in mind that growth and evolution is inevitable if you do a number of them.

I noticed that there is a shift into violet in the shadow of the skin tones, so I echoed that throughout the rest of the palette. I also likewise shifted the highlights to yellow as it's a nice and simple complimentary scheme. I think the biggest room for improvement in these portraits is anatomy and how you design the shapes in the larger sense ( Breath of Fire's classic chunky capcom feel is a good representation of this) as well as your pixel clusters in the smaller sense, just cleaning up your technique a little bit.

Also I really enjoy your title screen image; both palettes are pleasing, the first is more nostalgiac with it's more monochrome palette, and the second feels more " present" in contrast.

Good luck as you continue on with this beast!  :)




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Pixel Art / Re: Portrait critique request
« on: August 30, 2020, 07:32:41 pm »
We can only comment on so much without the reference; her proportions look generally ok, the face seems well observed. Not too many colors- in fact, the hair might want a few more shades. Over emphasizing odd shapes like the neck wrinkles and chin can add to it looking "off". I'd recommend squinting at your reference, and only worrying about the shapes that still persist even through the blurred vision. This ensures you're getting the "essential" shapes right that will inform her likeness.

This is also an ambitiously sized pixel art piece! Half the size might be more manageable! Either way it's a valiant effort so far, good luck with it  :)

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General Discussion / Re: Pixel art dying?
« on: June 27, 2020, 12:59:59 am »
Locking this thread as no valuable discussion is happening, and I will be looking into the claims of miarapixelart stealing other artist's work.

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Job offers / MOVED: Contract Template
« on: May 02, 2020, 12:31:16 am »

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Job offers / MOVED: FOR HIRE - PIXEL ARTIST
« on: May 02, 2020, 12:29:15 am »

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