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Messages - Ryumaru
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Pixel Art / Re: 8-Bit Street Sharks
« on: February 26, 2019, 09:04:23 am »
So I actually think your first attempt was the best, and is a solid improvement over your previous sprites, it looks clean and I could honestly see it working in an old NES game. You did especially well given the difficulty of something like this, even I had a hard time sorting this one out! Your second attempt fixed some issues, like giving him a bulkier upper body, but also created new ones: an oddly separated fin, and less clear limb position- I tried to get the best of both worlds.

- Enlarged the sprite to fit in 32x32, a common size. This allowed me to maximize his upper body to get proportions similar to the original character
- Let the fin blend into the back in a logical manner
- attempted patterning and shadow, alongside an indication of his brow

hope this helps, and keep pixeling  :D

Pixel Art / Re: [Feedback] [C+C] Characters for a NES-style platformer
« on: December 28, 2018, 12:26:50 am »
Hey there, lovely sprites and good progress in the thread! noodling with little pixel changes is fun for everybody ^_^

The biggest issue I see is the flat faces- the dude almost gets away with it as it gives him a strong jaw, but on the little girl it almost looks like an unflattering mask. Loni had a good solution in his edit.

Also on her legs you've gone straight past pigeon toed and into broken/ out of socket territory. Something more subtle will look and function better.

I tried two different face solution, one bigger and one smaller- which can change the perception from cuter to more realistic:

Pixel Art / Re: 8-Bit Werewolf [WIP]
« on: December 22, 2018, 09:53:02 am »
This is a marked improvement from some of your earlier work, good job! Also the scale here is good- still requires great pixel technique, but you can actually begin to - sort of- draw things as well. Looking forward to your new werewolf too  ;D

Pixel Art / Re: FE style game + technical question
« on: December 21, 2018, 07:28:28 am »
Already some good advice given, here's my take

Very charming sprites! While I don't know if the motion they're doing with the sword backhanded really makes sense, the hair bounce and fist pump have a lot of character.

I think your color choice could use some work, very flat and uninteresting.( and it's more of an issue in your tiles than sprites) A common trend, especially in jrpg sprites is for the shadows to tend towards one color, usually a blue/violet. Not only is this a convenient shorthand to describe some lighting scenarios, it gives the entire sprite a feeling of unity, and allows many characters to all feel like they belong in the same scene, no matter how different the local colors of their designs may be.
Also your treatment of the sword does little to describe it's material- in fact the buffering and AA you've applied makes it appear soft. Stronger contrast and a highlight ( that could come in and out of sight in animation) help sells the idea much better.

Hope this helps and good luck on your work ^_^

Pixel Art / Re: 8-Bit Overworld Green Lantern
« on: November 07, 2018, 11:13:59 pm »
Quote from: Ryumaru
Continue  on the piece until it could be plugged into the game and acceptably fit right in, DO NOT move onto your next piece until this is the case.

I'm probably a lot less experienced than Ryu so I may very well be wrong on this (or maybe I'm just understanding the sentence wrong), but I gotta say I disagree.

In my experience, focusing/working on a single piece for an extended period gets me stuck, unable to see what's wrong with it and how I could make it evolve. If I stay away from that project and I don't look at it for some time (can be a couple days), when I come back to it every little misplaced detail becomes obvious, and I can start progressing again.
So what I do is I work on two or three small projects in parallel so my focus follows a "rotation" and I can see each piece with a fresh pair of eyes ^^ (I recommend this really interesting conference which also talks about this).

Juggling a few projects is fine, but when the same patterns are present in the work, it's clear that steps need to be taken to push past the obstacle. The problem is never coming back to the pieces in rotation, resulting in spinning your wheels as opposed to going forwards.

Pixel Art / Re: 8-Bit Overworld Green Lantern
« on: November 07, 2018, 11:26:08 am »

for your next few projects:
- always use a proper palette ( NES if you continue with your current series) and strictly follow the limitations ( in this case, 3+1 colors) NO EXTRAS.
- have two references ( In the same document as your work!) 1: the pixel art style you want to emulate, 2: the source of what you wish to translate. They should both be visible as you are working on your piece without switching windows.
- Take no liberties with the style. If your reference uses 4 colors and has black outlines, you do the same.
- Continue  on the piece until it could be plugged into the game and acceptably fit right in, DO NOT move onto your next piece until this is the case. Heck, you could even start by recoloring and editing an existing sprite to get a better idea of how it might look- many have started this way.

Pixel Art / Re: 8-Bit Starfire From DC Comics
« on: October 19, 2018, 08:16:18 am »
Hey there! You're getting better! This one is more simple than your past sprites, and you're starting to get a better sense for anatomy at this scale. I think her pose could stand to be a bit more majestic- right now it kind of looks like she isn't used to flight/ levitation.

Since you've been trying to go 8bit, I think you can use the red of her hair as a shade color. Kinda gives her an ethereal "burning" look which really fits the character. This keeps her at 3+1 colors.

I did two versions, the first got a little out of hand with the scale, so I tried to go back to something closer to your original.

Keep plugging away at the drawing and anatomy studies, and continue doing pixel art along the way!

Pixel Art / Re: Johnny Bravo Super Deformed NES Sprite
« on: September 07, 2018, 07:44:47 am »
Yo! It's cool to see you sticking with these 8 bit sprites, keep it up! You did well to put such thought into Johny's character and thinking about his personality and how it would reflect his pose.
As for the sprite, you shouldn't be doing much interior detail like the nipples and muscle separations; Johny never has the latter anyway, and it's too much at this scale and with this style. Go for bigger, simpler shapes that get to the heart of what you're trying to represent.
Also, while Arnie's bicep pose is certainly a cool one, it also happens to be extremely difficult to do at this scale. I did an alternate showing something closer to Johny's classic pose to show how it's a bit easier to make things read when there is less overlap.
Keep pixeling, I can already see improvement from your first sprite. Some anatomy study would definitely help, especially for pieces like this.

Pixel Art / Re: Portrait WIP
« on: August 20, 2018, 07:13:59 am »
Hey there, this is a cool piece! Your inspiration shines through; definitely getting those strong castlevania vibes. Other than some slight arm anatomy issues, I think the biggest thing holding this image back is it's composition. Is this just supposed to be a scene, or perhaps a title screen? Knowing your intent will help you to craft an image that best suits that purpose. My edit is far from ideal, but may give you an idea towards placement and linking more shapes together.

Also for fun, a NES palette version:

Pixel Art / Re: A Medusa Character For My Game
« on: August 14, 2018, 08:10:19 am »
Quite an ambitious character you have here! You've already improved the sprite a good bit it seems, but I think the low contrast palette, and the odd pose ( what is she doing with her hands?) are holding it back.

I tried to give her arms some sort of action, I'm sure you could come up with something just as good or even better. Think about the type of character she is, her emotions and personality, and use her body to illustrate them.

After that, I gave her a cooler skin tone to give her a more otherworldly vibe- it also seemed efficient to make her skin tone and underbelly scales the same palette; it could make some logical sense, too.

Also, here's an alternate that takes the palette even further:

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