Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Ichigo Jam
Pages: 1 [2] 3 4 ... 6

I'm trying as much as possible not to deviate from the NES palette which is why the mire has that same green everywhere in it.
Sorry if I misunderstand, but you've got like 10 shades of green on some of your mire tiles; the NES palette only has 4 shades of each hue, so you already not following it.

And even if you were rigidly following the NES palette, it still has several green hues available so you could use e.g. the yellow-green for highlights and get a bit of hue shifting in there.

You need the brick texture to line up with shape of the tower; currently they contradict, which makes it look confusing.

Quick example, note the construction line which has the same shape as the base of the tower - the bricks should follow this.

Although, having tried this I think you'll need an extra feature to make the tower interesting enough - the vertical stones on the corners of your original help reinforce the shape, but they don't really work on the round one.

I think the current, larger characters work nicely - they are obviously not to-scale with the tower, but I don't think that matters much. The hexagon-based scenery is hardly realistic, after all  :).

I'd also suggest trying a round tower so its shape contrasts better with the straight-edged grid.

Edit: just noticed lots of more tiling going on in the rightmost grass/bushes area.
Yeah, please clarify the "tiling" thing. What do you mean?

I think he means where there are noticeable edges, similar to if it were made of tiles that don't quite line up perfectly.
Here's one I spotted (but I had to look quite carefully to notice it - maybe saimo is particularly sensitive to this effect.)

On the snowy scene, your blue is really saturated, and using such a saturated colour for outlines doesn't really work - it makes the outline compete for your attention.

I tried a quick palette edit, which also has some hue-shift and makes all the outlines non-black (black outlines are very harsh, especially against such bright colours)

I'd suggest trying some hue shifting on the swampy location too - currently there's an awful lot of that same green hue!

Pixel Art / Re: [C+C] Robo tactics tileset + sprites
« on: July 04, 2011, 06:01:02 pm »
This is quite nice; I particularly like the scenery colours.

I think you should try and increase the difference between the tops of the walls and the floor, especially on the desert tiles. At the moment I think it's too easy to read the tops of the walls as bumps on the floor.

I tried an edit to show you what I mean (I basically re-used your side-of-wall texture on the top of the desert walls):

I also added shadows to the walls, and I used some of the brown on techy floor to try and help it integrate with the desert floor better.

Pixel Art / Re: [WIP] Boss ship
« on: June 15, 2011, 01:49:51 pm »
It'a a nice design, but you should definitely bring up the brightness of the green - it's almost exactly the same value as the blue at the moment, which makes it very hard to make out the shading.

Quick (kind of unfinihsed) edit:

I also fiddled around a bit with not using all 3 colours in all areas to try and make it pop a bit more

Also, you could use an extra colour on the eyes if you wanted to, since they can rely on the object underneath to provide the black.
I may have gone a bit overboard with trying to make the central eye reflect the other eyes...

Pixel Art / Re: Working on a mockup
« on: May 26, 2011, 12:11:28 pm »
I think the confusing thing about your wall tiles is that they appear to be lit from the bottom-right if you look at the outer edge of them, but the internal bricks are lit from the top-left.

Also, the way you're using the solid brown tiles inside the wall kind of makes it look like the wall is hollow, which I'm guessing isn't intentional?

Pixel Art / Re: [WIP] Hunter run animation C&C
« on: April 28, 2011, 06:00:04 pm »
General C&C totally welcome, but the main reason I'm posting this in its current state is for advice on the rifle. It currently passes through five unique angles in six frames (frames 1 and 5 share). At the time I felt like it was necessary to achieve a smooth motion, given how far it swings, but at the same time, it meant I had to abandon 'nice' angles and just throw down pixels to make the best straight lines I could. Any thoughts on this trade-off between smooth motion and smooth lines?

I think with animation it's far more important that the overall shapes are in the right places than whether the lines are a bit jaggy.
In fact, any pixel-level technique is generally less important when the object is moving quickly - the viewer doesn't have time to focus on the details of one frame.

On your sprite, I would suggest you try sketching a quick stick figure over each frame of your animation to see how he moves without that big coat - I think this should make it clear why there are problems with the far arm.

In fact, starting planning animations with a stick figure is quite a good idea, since it's easier to see if you're keeping the limbs the same length and is very quick to edit.

Pixel Art / Re: Art for a iPhone game
« on: April 16, 2011, 11:56:30 am »
I think the troll is good - it feels cleaner than the others because it has larger areas (clusters in the local parlance) of colour, whereas the others feel a bit noisy.

I tried an edit of your player sprite to address a couple of things
1) Weak pose - with his feet together like that, he looks scared - or like he needs the toilet :) Also, his sword arm feels too far out.
2) Cleaned up messy pixels, and simplified things a bit to try and make it more readable.
3) Mostly removed the internal black outlines - at this size, they start taking a lot of space, and can make things kind of flat-looking.

I'm not sure what you should do with the face though - the light coloured eyes contribute to the impression that he's terrified (eyes open too wide so we see a lot of the whites).
I couldn't manage to do any better with so little space, so I tried just putting it into shadow. Not sure if that makes him look less like a player character though. Maybe you could try giving him a less full helmet?

Oh, and why does he have bare hands if he's wearing full armour  ???

Pages: 1 [2] 3 4 ... 6