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Messages - Alonso
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11
Pixel Art / Re: Lennus Portriat/poster (Alien Creature.)
« on: March 12, 2009, 05:11:53 am »
I'll give you some comments on the creature, if you allow me: to me, the barrel looks too flat. If you notice, in the picture you posted earlier (wherein you hold the weapon), the end of the barrel is almost white when compared to the rest of the image. It's also somewhat blurred, which gives the illusion of tri-dimensionality (I'm probably wrong, but I suppose Velázquez was the one that did this). Also, the head seems to be a little too big in proportion with the torso, but then again, in human standards. Is the body in front view or more in 3/4ths view? Its (or his) left metal shoulder-blade seems irregularly bigger than this right one, unless it's the original intent. Perhaps you could also play around with the pallette to make it less monochromatic? Good work, regardless :)

Edit: now that I look at it again, it seems that the head is all right. Maybe the neck is too long, or the head-features altogether make me uncomfortable.

12
General Discussion / Re: Official Off-Topic Thread
« on: February 17, 2009, 08:29:03 am »
Sorry for being off-topic. I recently discovered GraphicsGale had the custom brush feature (alas). For anyone in doubt or frustration, I quote directly from the help file:

Reload Pen/Tile
Reloads pens and tiles user made.
Pens and tiles must be BMP file, and must be placed in the folder named "pen" in the following folder.
WindowsXP: C:\Documents and Settings\(Windows user name)\Application Data\Humanbalance\GraphicsGale
WindowsVista: Desktop->(Windows user name)->AppData->Roaming->Humanbalance->GraphicsGale
Windows98: C:\WINDOWS\Application Data\Humanbalance\GraphicsGale
Besides, the BMP must be a monochrome(1bit), the size of a pen must be 32x32, and the size of a tile must be 16x16.
In a pen, white area will put a color in the canvas. In a tile, white area will be replaced with the first color, and black area will be replaced with the second color.


13
Pixel Art / Re: [WIP] mobster walk
« on: December 12, 2007, 02:34:04 am »




Sorry I'm not giving anything solid, but this character looks so much like RipBurger from FT!
I personally find it very hard to achieve strong personalities with few pixels, so I congratulate you =)

14
General Discussion / Re: Introductions
« on: August 14, 2007, 01:52:09 pm »
Hey =)
I've never been an active member here, so I expect nobody to remember me. I've been doing games for like 11 years, now. I'm currently developing this one. I'm a member--if it still exists--of Natomic. (What else?)
I do computer games for a hobby--I'm a scriptwriter and a director in cinematography. So, I'll leave it at that x)


15
Pixel Art / Re: Fruit
« on: August 14, 2007, 01:20:18 pm »
That looks much better! Perhaps you should reconsider removing the outlines (if the backgrounds, if it is going to be part of an atmosphere, follow a "flashback" style of simplicity, nevermind me), since such small objects tend to get lost. I kept the outline for the most part by shading it with the lightest colour available after the one by its side. If the object is bigger or contrasts greatly with the background, though, I see no problem in defining no outline.

16
Pixel Art / Re: Poppin Mockup Continuation
« on: August 14, 2007, 01:14:05 pm »
(After she stating that it was inspired on LOZ, and truly, doing such a comparison so rudely stated deserves no applause. They're not rips, although they bear similarity. But please, the similarity--the grass--is almost a green square. I've sprited many green squares in my life, so witchhunt me, too.)

I, for one, like the trees. Although they look a bit too organic (which isn't really a bad thing at all!--But in this particular style, it should matter.), they could still pass off as cute trees if you lighten up the shades that define the square-shaped bushes. The problem with doing something that's not truly symmetric is that you'll have to do other trees with different "tumour" (bush) arrangements to grant its style verosimilitude. Other than that, the roots are the only thing that bothers me. Maybe, should you make the trunk-length bigger (and thus letting us see further trunk), it'll do it more justice. Otherwise, you could just as well remove half their presence and shade them with dark brown and we wouldn't notice them as much. If the latter appeals you, perhaps, too, add small roots coming out and in again from the ground, farther away from the tree.

17
Pixel Art / Re: Fruit
« on: August 14, 2007, 04:15:20 am »
I, instead, think dithering does not have to be excluded completely. Adding small amounts of dither in certain parts of the sprite give it texture, although I'll have to admit, mine looks rather like a bomb or a jar of a sort (sorry!). You definitely do not need to dither everything, though, especially for such a small image. I reduced its height for 1 pixel, and changed the palette, for all it's worth. I haven't looked at a pear for ages, now.



[edit] These last few days have proven to me that smaller sprites are much harder to do :S


18
Pixel Art / Re: Animated sea...
« on: August 13, 2007, 02:46:23 pm »
Alonso, at least on my system that image isn't popping up unless i dig out the URL from your post, and having done so, the water is definitely not sufficiently similar to warrant a post that is otherwise lacking critique or advice.

Frankie - if you can be bothered to find the image that Alonso tried to link, you'l see one thing they did that your image is moving TOWARD but has not yet achieved - which is water is one constantly distorting surface, rather than a flat surface with a variety of distortions popping out of it here and there.  I'd continue working on eradicating those flat sections while you polish the tiling!

I wasn't trying to push too hard, but if it looked otherwise than what was mentioned, I wouldn't have said a word. Apparently, I'm the only one who notes rescemblance, after asking a couple of friends, so be that my interpretation. Regardless, I'd try to add frames to the entire animation (particularly because there's a couple of waves that leap just too much). Animating sea is worthy of being an ordeal, I've known, so I hope you reach a result you like. I'd also change the colour-tone of the waves to something more, well, saturated (albeit the suggestion be with mslug's sea in mind).

Should I embellish further, AdamAtomic?

19
Pixel Art / Re: Animated sea...
« on: August 13, 2007, 12:34:22 am »
The latest version of the animated sea-waves is coincidentally or consciously similar to Metal Slug's:


20
Pixel Art / Re: In need of some feedback on game graphics.
« on: August 07, 2007, 04:20:52 pm »
I won't be of much help here, as usual, but why do people feel uncomfortable with characters that don't have a dark outline? In some point and click games (like MI, MI2, Indy, Pop1 and 2, etc), I actually liked it that there were no yoshi island-ish black outlines around them. The bg's were, at times, very detailed--sometimes, even more than the sprites themselves. To me, since the characters will be moving anyway, they won't really merge into the background. Besides, looking at it realistically, we don't have black outlines around us X).

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