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Messages - JonasO
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1
Pixel Art / Re: Blossom Tales - Main Character / Enemy Sprites
« on: July 31, 2012, 06:53:43 pm »
Hi!

I think this has been said before but many of your colors are too close together. As a very strong example take your rocks (used, eg, with the mermaid pictures).

The same thing applies to your light sources: It destroys the effect of the rest of the picture and makes it look flat.

A similar problem is within your levels, i.e. the lava levels, where everything is red, yellow, or black - it makes your level look pretty monochrome.

Another thing I noticed is that your effects (like fog, lightning, ...) seem to have a very high resolution because you're using a lot of anti-aliasing and round shapes with them, something you don't do with the rest of the graphics. Those things look out of place.

One more thing you could try to do is to give the brain more information about your sprites. As an example, take the tombstones in the graveyard scene. If you'd put some of them in a different angle to the viewer, you'd be able to convey the thickness of those tombstones much more easily. Also it'd add some variation and make the overall picture more interesting.

2
Pixel Art / Re: Critique and tips for my art
« on: July 06, 2012, 11:24:13 pm »
Allright, brace yourself, critique coming in.

The texture of the airship should match the form. This way it looks flat and the shading seems very off.
It's most obvious at the hind part which comes out of the heck.

Also the thickness of your outline is different depending on whether it's a straight line or a curve. Also there are some places where you use 2px outlines or just have additional pixels in the outline.

The airship needs to be balanced somehow. This thing will not fly. The center of gravity and the angles (of the bug) look very wrong to me.

The propellors (?) Seem like they have been added randomly after the ship's form had been decided.

Why do you use both noise for shading as well has hand-placed dithering? I don't like the mix of styles. Same for the mix of HQ texture on the body of the ship and plain colors for everything else.

I have not seen an airship with this rope configuration before. Make them more regular (regular distances, regular vertical position)

Could you try to use more straight lines and less curves (for the body)? It would be interesting to see how that works out.

Why is there a steer wheel but no speed control (a simple lever for "accelerate/don't" or something)?

Why does the light come from above for the ballon and the body, but not for the steam pipe (where it comes from top left)?

3
Pixel Art / Re: [WIP][C+C] Retro-Futuristic/Cyberpunk FN Five-seveN
« on: July 06, 2012, 11:12:30 pm »
How would you hold such a gun? Why is the pink part sticking out :S? The way you shade your stuff it's bulging out.

4
Pixel Art / Re: Walking chicken animation
« on: July 03, 2012, 12:30:05 am »
Once I have the basic motions down, I want to develop the animation into something silly and laughable.

How will you do that when you aren't yet able to create the realistic motion? The animation needs to work, then it can be silly. Otherwise it will just look strange and erratic, and not laughable at all.

5
Pixel Art / Re: 16x16 sprite w/animation Need C&C ASAp
« on: June 30, 2012, 11:40:55 pm »
why the white face? why the random pixels at the right? why the black pixel when the arm goes back? Why is the hair so sticky (why not moving)? Apart from that it looks pretty good, the animation is fluid, the arms wiggle a bit much but with 16px there's only so much you can do but you should try to remove that. Aslo I'm under the impression that the arms spend too much time in the front...


Kind regards, Jonas

6
Pixel Art / Re: [WIP] Male Base C&C
« on: June 30, 2012, 11:36:44 pm »
Thank you for your honest opinion

Sorry if it was harsh.

Your arms and legs and face look much better, congrats on that. Same thing on skin color.

Problems: Banding (even more than before! Look at his pants - they basically cry "banding")
Everyhting slym said.
And even now, the line where his spine is goes one pixel too high.

7
Pixel Art / Re: Grass
« on: June 30, 2012, 11:33:04 pm »
Of course he's right. The white in the top right is far too bright and gives it the sort of shape grass doesn't deserve... Grass is flat (but higher than the ground), what you have there looks round.
Also put some figures in there, that'll help our brain to put things into perspective.
Also your brushes look more like tree leaves than grass blades... Again ptoing has it right, try /smaller/.
And then there's the arrangement and the background color... For the arrangement, you should try many small bushes; For the background color, try something grassier (but I suck at picking colors so don't ask me)

PS: I'm drunk so I might not write what I think or what I think might be wrong. Don't worry if you don't understand  this post - it's not you, it's me. Kind regards, Jonas

8
Pixel Art Feature Chest / Re: Trying to do some mega man-esque chars
« on: June 30, 2012, 04:52:15 pm »


Original Mega Man char is 24 pixels high, mine is 32 pixels high. I tried creating a smaller version, but it doesn't look as cool as my tall one.
Now my question is, how will a 32 pixels high char play in a world of Mega Man? Will platforming still work good with the same physics as normal mega man? Or will some trouble appear because he's 32 pixels high instead of 24?

There is a lot of problems actually. Two of the main problems:
1. Your aim will be much worse and you will be unable to shoot anything that's 24 px or smaller and on the ground
2. You are much larger and bullets will hit you more easily.

The first one is not that hard to fix, either make enemies larger too or allow for crouch/shooting; The problem is though that something like crouch/shooting requires additional button pressing and that's not really megamanesque is it :/
The second one is a larger problem, because even with crouching, you'll probably not be able to move while crouching, which means that while you're moving you're more vulnerable than mega man.

Apart from that, it looks great. You can in fact mix those two versions, the simple megaman (middle one) sticks out more and works good as the protagonist, while the other two guys look NPCish (they "blend").
I hope the rocks are unrelated, because they do not fit this megaman (Apart from the clash with the shading, they have this realism feel to them that doesn't fit megaman)

One last thing:
Please animate him. (animate - to give breath to something? great word). He looks like he wants to be alive, and he definetly wants it. Although I must admit he doesn't remind me of megaman much.

9
General Discussion / Re: Color Ramp Creator
« on: June 29, 2012, 11:12:20 pm »
I'm in love with you right now. I have always had problems picking shades - this one gives me great shades to work with.

10
Pixel Art / Re: Valley of Kings
« on: June 29, 2012, 11:11:22 pm »
He means this one.



Also shadows suggestion. Take it how you will.

Thanks, much better!

On your shadow edits: The shadows in the central thing are okaying because they seem to resemble some structure. "No shadow without structure." "No shadow without source." The shadows to the right are kinda random and pillow-y. The original light source doesn't correspond with those shadows and there seems to be no structure casting them, so that needs to be reworked.

Shadows are a great way to give additional depth to the scene, but they are extremely hard to do well.

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