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Messages - Ichigo Jam
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Pixel Art / Re: Critique my sprites for XBLIG
« on: March 26, 2011, 12:43:48 am »

I've probably deviated way too far from what you were going for here and it's kind of messy, but hopefully it will give you some ideas about colours and lighting.

Pixel Art Feature Chest / Re: [WIP]Tileset for a bar
« on: March 25, 2011, 12:04:30 pm »

Quick edit: Lowering contrast on the floor makes the other things more distinct even without outlines.
Also, I added shadows for the stools and the suggestion of shadows where the back walls touch the side walls.

Pixel Art / Re: [WIP] Boss Monsters
« on: February 14, 2011, 10:52:37 am »
This thread about Arne's 16 colour palette definitely worth a read if you haven't already:

Pixel Art / Re: Indoors
« on: November 16, 2010, 07:10:29 pm »
Maybe try using a similar perspective inside to the one you're using on the outside view of the building, so two sides of things are visible, rather than only one.

For example:

Pixel Art / Re: Something like an adventure game sprite template
« on: August 30, 2010, 12:10:27 pm »
The door and broken glass are monochrome grey which makes them look out of place in your highly saturated room. And the black outline also kind of disconnects them from the world.

I also tried to make the scratch-like markings on the walls a bit more interesting by varying their width, and removed a couple of colours.

Pixel Art / Re: Something like an adventure game sprite template
« on: August 16, 2010, 12:26:47 pm »
These are really cute - I like them a lot!

The only thing I'd suggest is to try a slightly less spherical head.
Here's a quick edit I tried:

Pixel Art / Re: [WIP] Clouds
« on: June 09, 2010, 11:10:39 am »
Pixel Muffin - you seem to have posted the thumbnail instead of the main image: I think you meant instead of (Note the extra ".th" in the name of the thumbnail image)

Like this:

Pixel Art / Re: [WIP] First ever sprite - Monster
« on: May 13, 2010, 11:46:35 pm »
Remembering I'm a newbie here when you mentioned the contrast of the red mars tile did you mean the colour ramp had colours where the luminous values (my colours were picked by contrasting the luminous value) were too far apart or something else?

I changed the colours for the mars tile and also added a black background with stars, though they look too clustered it's just a simple mockup to see how well all the colours work together.

That's a definite improvement. But there are too many gaps between the rocks - make the rocks larger and the space between them smaller; make them touch and overlap - and think of them in 3D! (My edit isn't great either)

Hue shifting is fun - try it! (Search the forum for plenty on this topic - and see what I did with the ground colours)

It looks like you've anti-aliased the monster against a lighter coloured background - there are messy pixels around the outside.
Also, I would suggest you should leave doing most AA till last, since it makes editing harder.

And finally, the shading on the monster is somewhat off - the shadow and highlight suggest different light sources to each other. Maybe try reading:

Pixel Art / Re: [WIP] the Cat has a Gun
« on: August 13, 2009, 07:13:48 pm »
I think the arm readability might be helped by putting in more indication of an elbow - your version looks a bit like his arm curves smoothly from wrist to shoulder to me.

Also, a possible way of doing the eyes: (although I actually quite like the closed eyes you've got at the moment.)

2D & 3D / Re: Any one know the specs for psx/ps1 games?
« on: July 14, 2009, 06:46:00 pm »
The PS1 of course can do 8 bit textures (dunno about 24bit, but I doubt it), but the main problem of the ps1 (ps2 as well in fact) are their shit video ram amount.
The PS1 has 1 megabyte.
It can do 16 bit textures, but not 24.
16bit was normally only used for a few effects where the last frame's image was used as a texture (I think quite a few JRPG battle transitions used this.)

The other thing to note about the 1MB memory limit is that this has to include the surface you are rendering to (normally two of them for double buffering.)
So with a render target of 320x240 (16bit), your double-buffered screen takes 300KB, which is nearly a third of your VRAM used before you've got a single texture!
And of course it gets even worse if you want to run in higher resolutions.

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