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Messages - Ichigo Jam
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31
Challenges & Activities / Re: Descramble It! Pixel Puzzle!
« on: August 15, 2008, 02:35:59 pm »
I think I've fixed the bubbles now.

32
Challenges & Activities / Re: Descramble It! Pixel Puzzle!
« on: August 14, 2008, 10:48:15 pm »
ok, warning - this is a weird one:
This is my best attempt, but I'm really not sure about the bottom row of tiles: like this?

33
Pixel Art / Re: User Interface
« on: August 11, 2008, 05:38:31 pm »
The reason the circles look jagged is the pixels of dark brown on the edges of the circles, next to the AA on the white circle. This makes it look like the white line is much thinner at those points.
These pixels should actually be a lighter colour than the outer grey outline, since you want it to look like the white line is halfway between the pixels.
E.g.

Also, the white squares in the inventory look somewhat out of style with the rest of it, since they're very plain.

34
Pixel Art / Re: my little world ... [please C&C]
« on: June 12, 2008, 10:28:37 pm »
vs.
any chance a contrast/brightness change improves it, or should i completely start with new colours and style ?
I think the single biggest problem here is the middle layer, where you're using darker colours than the foreground, and just as much contrast (i.e. the tree behind Bilou, and the bushes). I think this is why the darker image looks better - the middle layer feels more like it fits.

Still, I think both its overall brightness and contrast range (of the middle layer) should probably sit in between the foreground and background layers.

Maybe try something like this? (I also had a quick fiddle with some of the hard edges such as the base of the near trees and platform.)

Although I may have overdone the de-saturation if you want a really bright look, hopefully this will give you some ideas.

35
I've fixed my tile (no more illegal colours):

36
coran: seems fine to me:

37
Tile 24:

I'm not sure how well mine integrates with the tile above - it had a line of lighter colours along the edge, which means there's a visible seam.
I added some sticking out bits of a metal framework to try and suggest that it's all held together, but I'm not sure how well it works.
Any C+C welcome.

38
I'll grab 24.

39
Pixel Art / Re: Overly exadurated broad swordsmen (Attack animation!)
« on: April 05, 2008, 01:24:30 pm »
I like the sword, but your attack animation really isn't communicating the weight effectively.
In general, try looking at the position of only part of of his body while stepping through to see if they describe clean movement paths - currently his feet jiggle around meaninglessly, and the head position isn't much better..
This is most important with the sword - heavy objects cannot (without enormous force) make sudden changes of movement. Once they start moving or rotating one way, they're probably going to carry on like that.
If you want him to finish in that frame after swinging, he needs to be taking a step forwards during the swing - currently his right foot is sliding back a lot in between frames 5 and 6 (which also makes it confusing which leg is which, since they more or less swap position at that point)
I don't understand why he rotates the sword as he lifts it before the swing - it would make it require even more strength. And you'd get more air resistance, trying to start swinging it like that.

After thinking about it a bit, I reckon you'd want him to lower his body a bit at the start - this way he can start the sword rotating, and crouch down to start lifting its weight at the same time.
Maybe also move the frame before the impact point back a little, so the impact frame has the biggest motion (and have the most motion blur on the impact frame)

This stuff's hard to describe, so here's an incredibly messy (:P) edit to hopefully clarify what I mean:


It would also be good to add some sparks or something to the impact frame to emphasize the blade smashing into the floor.

40
Pixel Art / Re: Help
« on: April 04, 2008, 09:29:24 pm »
Here's an edit with a (fairly major) palette change. Hope it helps! :D
I also tweaked lighting on the arch to include shadows under the 'stepped' bricks, to make them pop out more:


I think the single most important thing is to tone done the brightness of the mortar - in your picture, the bright lines of the mortar draw attention away from almost everything else about the image. In the photograph, it's mostly a similar brightness to the bricks.
Second most important is to reduce the saturation on the bricks - especially if they're in a slum, they're not going to be a rich red colour.

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