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Messages - Drazelic
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Challenges & Activities / Re: List of colors [citation needed]
« on: February 21, 2015, 04:51:23 pm »

Blech, I can't make good color palettes for the life of me. I don't even know what this is. Some sort of cyborg with a lightbulb skull????

General Discussion / Re: CVLT OF TIAMAT; the seven sermons of the serpent
« on: February 10, 2015, 04:27:34 pm »

Well, you know what? If you can teach me to cast necromantic spells through pixelart rituals, I'd be all for that. What do I need to do to raise the dead with photoshop?

As far as I can tell, the message here is basically "I made two tilesets designed for an ASCII rogue-like, feel free to use or modify them for your own game"?

Pixel Art / Re: Megaman
« on: January 29, 2015, 03:39:49 am »
Have you considered shading or detailing beyond (admittedly pretty clean) blocks of solid color?

Archived Activities / Re: Secret Santa 2014
« on: December 26, 2014, 02:13:15 am »
Awesome indeed, Regulus Awesome. Thanks for the gift! You did a great job with the custom present wrapping too.

xhunterko: Sorry about not being able to finish your gift! I left my laptop charger at my apartment over christmas break so I couldn't work on it at all during December. I hope you like it anyways.

Archived Activities / Re: Secret Santa 2014 Sign-Up
« on: November 20, 2014, 12:15:47 am »
Once more, into the breach!

My preferences:
Giant mechas. Gundam-ish super robot designs are fine, as are more realistic industrial-looking machines of war.
Knights! Detailed, shiny plate armor, preferably more fantastic and less realistic. (No boobplate though please. Female armor ought to be as decent as a male's armor would be.)
Pokemon-like 'upgrade paths' for a character design.
Fantastic landscapes- scifi or fantasy.
Interesting skyscapes at any time of day. Midday, sunset, starscapes at night, whatever.
Portraits/full-body sprites.
Organic designs- no cubism plz
Painterly techniques, with a focus on cluster technique, rather than fill-in-the-lineart works.
Videogame mockups, with a slight preference for top-down tactical stuff.

Above all else, I want to see pieces of art which would stand on their own merits, rather than attempting to smash every single thing I listed above into a single picture for the lolz. Make something that you would think is cool!

Pixel Art Feature Chest / Re: Erde mock-ups [menu]
« on: October 03, 2014, 11:17:07 pm »

Heya, I was talking with Lijj over google hangouts. Here's a suggestion for how to make your menu less... boxy and boring. More visuals, less text, eh?

Pixel Art Feature Chest / Re: Snake Curses [C+C]
« on: August 20, 2014, 02:50:14 pm »
Eh, the coloration's fine, if the intended mood is a dreary, dead forest with little life. Given the title is about curses, I think it's fitting.

As for the cliffs, you don't have to stick to the super-geometrized forms! Take a look at some RPG tilesets for ideas. I'd link some, but I don't know where to find them offhand.

You might even consider something like this- a simple two-tone organic tileset which works by overlapping tiles to imply form by using the tiles themselves as macro-scale pixels.

So, I just moved to a new wifi network and I'm having trouble connecting, which wasn't an issue before. Does this particular program use a network port that might be blocked on the new wifi?

Pixel Art / Re: First step on pixel art
« on: July 26, 2014, 10:48:54 pm »
I find that telling new pixelartists 'make it shiny' is an easier inferential step than 'raise the contrast'. Most new artists don't have a good heuristic of how much contrast is enough and when you tell them to raise the contrast they just raise it a little bit and you have to keep pushing them. At the least, making things shiny immediately conveys the message 'you need really, really, really bright spots'.

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