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31
Pixel Art / Re: beat em' up character ANIMATED (Critique and feedback here)
« on: December 03, 2017, 09:14:30 am »
Looks really good! Very consistent forms and drawings, has nice dimensionality. The animation is pretty stock standard though, nothing wrong with that necessarily but if you use less uniform timing you could get a lot more energy and personality into it. By that I mean don't always move everything the same amount each frame, try having the feet hang for longer at one and and then shoot to the other side, things like that. It could also use some horizontal acceleration, the body pushing forward a little be faster as his foot leaves the ground. I think you should tone down the head rotation a little bit as well.

Keep it up  :y:

32
Archived Activities / Re: Secret Santa 2017 Sign-Up
« on: November 15, 2017, 01:16:43 am »
Count me in !yus!

I like:
Trees
Relaxation
Ghosts
Humans
Explosions

33
Pixel Art / Re: Should I go with 1x1 or 2x2 pixels. What do you think?
« on: November 11, 2017, 02:23:30 am »
I think you should be consistent with your pixel size across all of your assets. That said the "2x2" sprite is going to be easier to animate. It really depends on what aesthetic you want the game to have.

34
If you are getting a tattoo you will be working with a tattooist anyway so you can always create your pixel design to show them they type of thing you are looking for and have them design the final full sized image.

35
General Discussion / Re: How much do you think this commission was worth?
« on: October 21, 2017, 12:41:07 am »
8 direction sprites are going to be expensive regardless. Obviously as Ziska says frame counts are going to be a big factor but I would expect something like this to cost at least $1000-$2000

Regardless of how much you paid if you are satisfied with the result and were happy working with the artist don't feel like you did not get your moneys worth. Commissioning art is very nebulous, every artist is different, and keep in mind 99% of the time they are undervaluing themselves from the start ;)

36
General Discussion / Re: request to add this to the FAQ
« on: September 14, 2017, 11:53:51 am »
It should be immediate as far as I know. That is the correct link, make sure you save the changes after you put it in. Maybe try getting rid of the "https://" don't know why that would make a difference but I notice mine doesn't have it.

If it's still not working you might want to send a message to Crow or wait until he sees this.

Edit: okay so try  http://i.imgur.com/YQ34Noi.png
I just messed with mine a bit and that's the only form that works. You would need to ask someone more knowledgeable than me as to why.

37
General Discussion / Re: request to add this to the FAQ
« on: September 14, 2017, 11:33:33 am »
You need to use the direct link to the image. This is the link to the image itself. You can find it by right clicking on an image and choosing "copy image location/address" or searching for the sharing link that has a file extension, eg .png .gif

38
Pixel Art / Re: Futaba - Persona 5
« on: September 09, 2017, 10:05:30 pm »
Banding occurs when the edges of pixels line up. Usually people will say that banding means two rows of pixels of the same colour beside one another but this is not the only instance where the problem occurs. Using two different colours in one cluster still creates banding. The goal for banding avoidance is to try to "cut off" the edges created by your clusters using other clusters. Essentially you want to be offsetting the edges of clusters where possible.



The first is what we would consider banding in it's worst form. The second is a simple way of avoiding banding. The third is the mega banding avoidance mode where you recognise banding created by single pixel lines but is probably considered by many to be overkill and probably won't always be possible depending on your pixel real estate.


I've marked some of the banding in red. Try to keep your highlights off the edges and move them further into the forms. Otherwise this is shaping up really well, keep it up :y:

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Higher resolution screens also allow for more accurate reproduction of crt screen effects. So while for the last couple decades we have seen a shift in pixel art styles to very clean and clustered we may even find that ultra high resolution screens lead to a renaissance in old school approaches. It will certainly be good for re-releases of classic pixel at games which don't appear as intended on crisp displays.

And what Eishiya says about scaling is very true. Currently phone screen resolutions are at an ugly point for pixel art where they are all different but not high enough to comfortably upscale without artefacts.

You may also consider that other styles are EXPECTED to live up to the current screen standard, which is taxing on resources for small developers. Assets which are highly detailed and look great in 4k take a lot of time to make. Pixel art will always be perfectly scalable to the level of detail the project warrants. It doesn't require that you choose between a completely devoid of detail, flat shaded/vector approach and massively intricate HD graphics. Pixel art will stick around for all the reasons it is currently ;)

40
General Discussion / Re: good free programs for pixel art?
« on: September 04, 2017, 09:15:57 pm »

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