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Messages - JonasO
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11
Pixel Art / Re: Walking chicken animation
« on: June 29, 2012, 11:06:53 pm »
Phew... That's a hard one...

http://www.youtube.com/watch?v=t7M3WbIemi4

Now the basic idea seems to be: while putting the foot forward, the head goes backwards; Then when the body moves forward, the head moves forward even more. It might be that the movement of the head counters the movement of the foot in order to maintain balance. But I'm not 100% sure my observation is right.

PS: Your feet look kinda good right now, but it's more of a human moonwalk and less of a "abrupt chicken walk".

12
Pixel Art / Re: Valley of Kings
« on: June 29, 2012, 10:54:19 am »
It's closer so it shoudn't be "foggy"  ;D

But the bridges suggest it's really far away. At least, further than the second, so it should be more foggy than the second.

13
Pixel Art / Re: Beyblade grass troubles :( help!
« on: June 29, 2012, 01:24:31 am »
I am trying to achive my grass to look like this

Try to get those colors first, then draw with them (he has 4 colors, you have 2 - no wonder it's hard to reproduce). Also your tiles are faaaaaar to small to emulate this sort of grass: This grass lives from single, large clouds of darker leaves, while single tiles like yours can only create small-environment repetition.

Also look at the shape of these clouds and how they grow.

If you ask me, just paint the grass of that scene on a big canvas until it looks right; Then you can try to make it smaller (by drawing it again). You should learn how this grass feels, the spirit of this grass, then you can take up that spirit and draw it on a somewhat smaller canvas. But if you go too small (like you possibly must), no chance. It's just not the right grass for that.

14
Pixel Art / Re: Valley of Kings
« on: June 29, 2012, 01:13:10 am »
Now there's some imbalance in the piece, it's tending to the right/down. Also I think the third sturcture from the front is too visible, could you make it disappear slightly more in the fog?

15
Pixel Art / Re: Snakes and Ravens
« on: June 23, 2012, 11:31:04 pm »
EDIT: this post only refers to the first variant. I didn't see the update when I posted this.

:O http://www.youtube.com/watch?v=86MY-quTiJs

There is one thing I can comment on though: There are some pixels on the outline of the snake that seem strange... One example would be at the lowest part of the snake, where you antialias and there is this dent...
And out of curiosity, why do you antialias the snake? The skull looks awesome without antialias.

EDIT: You should stick with the first variant. (even though the outline of the snake is better in the third variant).

16
Pixel Art / Re: A first try at colored pixel art
« on: June 23, 2012, 03:13:29 pm »
The fist one is much (!) better than the second.


There are a few problems, like the parallel 2 pixel band at the bottom of the cloud, or the bands in the rock. Similarly your rocks at the edges seem to stick out too much and the color contrast between the yellow and the purple sky is strange.
Other than that, your trunc on the tree seems to be one pixel too far to the left. And the leaves have some minor problem: The 2 px lighted areas come off too strong and the light source seems to be a little weird.
Ah and the top of your cloud has a tiny problem where the two top circles intersect. the long straight line is problematic. maybe moving the top left circle one px to the left will solve that issue?
I'm also unsure about the fruit and the banding at the trunc but there's only o much you can do with so little pixels ; )
You might try and modify your palette, at least the green and brown tones.

Apart from that I like the first one. How large will your character be, one tile? Then the object sizes should work fine for now.
It definetly has a lot of potential.

17
Pixel Art / Re: [WIP] Robot Janitor Game!
« on: June 23, 2012, 12:26:30 pm »
Walk cycle for a janitor robot (hence the hat!)



As it is, it looks a bit.. chunky/pixelly. I can't really AA because there will be different colored backgrounds. C&C would be appreciated  :)

I have few comments on the art, it is quite good. He seemed a little bit to wiggly for me (like he'd be made from jelly), but you have hanged that. The cap still seems to move too much (both the cap itself which seems to grow and shrink and the thing above his eyes which is really wiggly).

However, I'm wondering why he's a janitor and why that thing chases him. Judging from the mockup he wasn't a very good janitor.
Mario the plumber at least had those pipes that he could go through, but in general there was no reason for mario to be a plumber (except for his clothing which was a consequence of the pixel & color restrictions).
You do not have such restrictions so you better have a good reason for him to be a janitor, for a janitor to be chased by such a terrific monster, and for a janitor to run through such shabby corridors.

18
Pixel Art / Re: [WIP] Male Base C&C
« on: June 23, 2012, 11:56:25 am »
The eyes in the top/left panel are way off... I think the shading of his trousers in that panel isn't right also.
You're also using too many straight lines in my opinion. i.e. the moobs in the top/left, the belly in the top/right, the outlines of his head, his shoulders, his arms.
His back also is odd. The line goes way too high up.
Then the flat light skin color seeems a little wrong (the one you use at his shoulders in the top left panel).... You could make it more orange...

Then there is that issue of banding. Examples are his belly (black/brown/orange), his lower legs, his feet. (the outsides to be exact).

His anatomy seems strange but I have little knowledge about that myself.

19
Pixel Art / Re: Snakes and Ravens
« on: June 22, 2012, 09:10:43 pm »
Haha reminds me of the Diablo intro.
The legs of the raven look like they are on the same plane. Are you sure you need two pixel outlines on the raven?
On the left horn of the skull, there is a curve of light pixels at the lower left side that I don't understand. Neither do I understand the black directly above it. I guess that is because the raven is lightened from top left, while the skull is lighted from the left. And even then there's some light missing to the left of the horn.
I'm only going to mention the many dents in the horn because you're probably work on these anyway.
One more thing I do not understand: Do the horns point towards the viewer or towards the background? The legs of the raven seem to make no sense.

The skull looks great but the right eye (the bright one) deserves some attention. There are two occurrences of parallel jagged lines: white/black at the otside and lighy grey/white at the inside, to left part of the eye each. I believe you should work on these regions. And then I'm not sure whether I agree to the shading of the inner of that eye... To me it looks like there's a pillow-shaded sphere in there popping out of the eyeshell (?).
Other than that, great jaw, great raven, great nosething, great horns.

PS: I believe the snake is too much. Can't be such a cruel world if it's so full of animals that two different kinds gather at one random skull.

EDIT: The longer I look at it, the more it seems that the main problem are the legs of the raven. Make the raven sit on the horn correctly and it will already improve by a huge shot. Then shade the legs correctly and we'll see how that works out. (plus the other things I mentioned beside the shading).

20
Pixel Art / Re: [WIP?] RPGish stuff mockup
« on: June 17, 2012, 07:30:53 am »
And yes, the mockup with the archer looks pretty ugly, it was the first one i made and didn't really put much effort on it :lol:

You should ; )


Now to find my old diablo 1 disk right now to get some reference!

Haha do that. Make sure to look at "act 1" in detail. I'm not sure if the details are applicable to your situation 1:1 (due to pixel restrictions and perspective), but they had a great way of dealing with their restrictions and still getting across that "gritty" feeling. They really conceive: You're in a dungeon that's hundreds of years old, and the only things which walk around here are foolish heroes, terrible monsters and the undead. And I believe they only used about 5 colors!
Just look at this alpha screenshot:

Or from the actual game:

And then they can also get some inspiration for your natural walls.

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