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 - Fingerfoods
Pages: 1 2 3 [4] 5

31
Pixel Art / Re: [WIP] My 1st mockup on mockup frenzy, help.
« on: August 23, 2007, 11:20:11 am »
First of all, the shadows on everything tend to be very light. It needs contrast, less clutter, and slightly lighter outlines. Secondly, I think that you need a lot of simplification. The screen is just too small for what you've got going on. Sacrifice fifty thousand highly-detailed bricks for larger, more visible ones. Then do the same to everything else.

32
Pixel Art / Re: Poppin Portrait
« on: August 23, 2007, 11:15:48 am »
I can't really put my finger on it, but the face as a whole looked very disjointed. I think that it's the separation of the details; everything is so isolated from everything else and with such bold colors that they stand out violently, notably the cheeks (fade them a bit more?). Jad's edit is easily the best so far.

I do love the concept, however.

33
Pixel Art / Re: Poppin Mockup Continuation
« on: August 22, 2007, 05:45:09 pm »
Are you sure you really need 4x4 tile trees though? Have you considered making connectable tree mass you can shape by smaller tiles?



What game is that from? It has pretty graphics, but the trees look a little flat on top in comparison with the sprites IMO.

Nice stuff, Jericho. Much less like Minish Cap now. ;) I'm guilty of borrowing some techniques from it sometimes myself...

34
I can see your forms, but it doesn't read as armor.  Ignoring the fact that nobody could wear it, since you seem to encourage that, metal is seldom white ("white armor" even refers to the milanese full-plate style, because the idea that it could refer to the color of the armor never occured to people), and even where it could be white it is much more high-gloss.  Id try shading it like metal if you want it to read as armor instead of a stiff shirt

I seldom do shiny. Would upping the contrast and condensing the highlights do the trick?

Also - new proportions, with nude comparison!

35
Pixel Art / Re: [WIP]Platformer Mockup
« on: August 15, 2007, 03:32:36 pm »
The overall contrast is too inconsistent. Also, the colors are all very pastel and significantly lacking in outline, making them bleed together a bit. Perhaps a bit of a  bolder shadow for extra depth?

Quick edit:

I'm not gonna take the time to shade, but you need to let the lines and shadows do the talking a little more than you are now. You can use that example if you want to recolor and shade it.

36
the hair movement is exeggerated but not beyond taste.  I worry that it will appear that the ends are stuck in place the way they really don't move.  Especially true if the camera scrolls with the character (dunno if you have rooms or scrolling areas).

Also you'ld mentioned armor, but i'm not sure I see any?

On the red/white haired kid. I am aware that it's merely a breastplate and puffy pants (if that's what you mistook for knees) and that it's basically a solid mass of metal, but it was actually ornamental armor on display, not meant for combat. He doesn't know that, of course.

The camera scrolls on the larger boards but it doesn't look too bad in-game.

37
If you give up on an animation because very simple AA is too much work, you'll win the "laziest member of this board" trophie.

I don't recall saying I'd give up...I said that I don't like animating and that the antialiasing makes it tedious.[/lofty]

Quote
Feet glued to knees isn't nitpicky, it's detrimental.  I'm sorry you didn't catch that earlier, but this really can't be written off as a style point.

I'll play around with it a bit, but on that particular sprite I'm curious as to your opinion on the hair, as it was you that addressed the point that hair doesn't move much when walking in the first place.

38
Nobody said the hair should stop moving, I was a little suprised when you nixed it actually.  I just said that it moved about as much as you could move without adding in an industrial fan that follows her around.

Moving pieces of hair with that much antialiasing by half-pixel increments can be a pain, for one thing. You can see how jagged the arms are on other frames. I'll give it a shot.


Quote
About the chest, i'm not sure why you seem to think this is an all or nothing type of situation.  The point of my last post is that you can add these movements, you've just gone overboard with it a little.  Wiggle the breasts, but restrain them by a pixel so that the poor girl isn't extremely uncomfortable.  If they move that much when she walks, where will they be when she runs, behind her?

She was sort of supposed to be twisting her torso slightly, hence the movements...they aren't bouncing as much as they're turning, see. But that sort of movement is better for running, anyway. And again, they're not even moving by an entire pixel, so I usually avoid that sort of editing. :P

Nice sketch, BTW. Obviously, the leg movement won't be as pronounced, but it's helpful.

39
General Discussion / Re: Introductions
« on: August 15, 2007, 01:44:33 am »
Hey. I'm James and I'm 15 years old. Art and game design are my primary passions, but I also love storytelling. And cheese. Cheeeese.

I would do a bit of shameless plugging on my game but there's not enough to show yet, which is, I guess, why I'm here.

40
There's exaggeration and there's overexaggeration.  Style points are valid reasons for keeping something provided it does not interfere, but the breasts do.  It isn't necessarily because of taste, it's because they look too incorrect:

realistic level : wow, realism.  I'm impressed by the subtle movement, but not excited.
less realistic level : wow, this looks great and the movement is exciting!
totally unrealistic level: wow, I wonder what's overdone?  I think it's the movement...

The perspective issue has nothing to do with your design, it has to do with your perspective.  The face and upper torso are more front-on and the waist and skirt is more overhead.

I guess I just don't see it that way, but I'll see what I can do. I'm not sure if I'm going to implement running animations - to be honest, I find animating tedious and difficult - but if I do, I guess I'll have the movements down - breast-wise and otherwise.

Quote
For the sprite on the right, his perspective is almost uniform excet for the belt (which could be dismissed as being loose) but his feet are attached to his knees.

His legs always bothered me, but my sprites have generally stubby legs in a deformed, almost chibi-sort of way, so I've always put off editing it. That, and he's fully-animated in four directions, which would make him a pain to tear into. I'll probably do that after a demo release; I'm trying to finish up to a certain point before I go back and nitpick everything to death.

EDIT: The comparison - the waist-down issue has not been addressed yet. Ignore the flickering shadow and odd foot placement on the breasty model:

  -and, for good measure-

I honestly prefer the impractically thrusting chest motions on the sprites, but if it's really that bad I'll find it in myself to part with them. Especially on Rave (the red/white haired one); but he's much more acceptable as such because of his eccentric nature (it's explained in-game - he's a kind of village idiot in armor). And the hair. All of my friends have said that the movement helps, not hinders. Maybe I just watch too much anime, in which hair bounces at the slightest movement.

On a different note, how can I make Suna (the one on the left) a little more exciting to watch within reasonable realism? Right now she's much too stiff for my liking.

Pages: 1 2 3 [4] 5