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Messages - Fizzick
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41
Pixel Art / Re: [C+C] [WIP] Tree-judge-armour-thingy
« on: October 31, 2014, 07:36:30 pm »
No worries. I understand now that English may not be your first language.  :)
Even though there is no human form underneath, it still helps to construct it more carefully. An accurate human figure would be a better starting point because it is more pleasing to the eye. Later on I will try to give you an edit, but I have to go party hard because it's pumpkin night.

42
Pixel Art / Re: [C+C] [WIP] Tree-judge-armour-thingy
« on: October 31, 2014, 04:13:58 pm »
Thanks for letting the Pixelation community know that we think about armor basically and make big pauldrons. There are actually a lot of people here who appreciate realistic armor, http://www.pixeljoint.com/pixelart/87916.htm this being an excellent example. Indeed the tree is not an ordinary one, but you would still benefit from better construction. For one, it is the same thickness all the way up and has thorns instead of branches. If you wanted the branches to look like that, it should be made more clear. The cluster of leaves at the top indicates that the tree branches out into a large group of very thin branches, which again, could be better done if that was your intention. Also, why not have branches/roots growing out of the armor at the cracks, maybe have some parts of the armor loose? You could have one root sticking out of the wrist holding onto the sword. These are ways to make your intentions more clear.

All in all, it seems that whatever critique the kind people of this forum have offered, you counter with "I meant it to look like that".

43
Pixel Art Feature Chest / Re: [WIP] Improving my spooky ghost
« on: October 29, 2014, 01:46:39 am »
I think the branch should make more of a cast shadow across the trunk of that tree.

44
Pixel Art / Re: Night Park Scene Cohesion [WIP] [C+C]
« on: October 24, 2014, 02:02:04 pm »
I have to disagree on the highlights. It seems like the objects are being lit up by the street lamp. I recommend making the lamp more obviously emit light and shift it towards a warmer hue. You could use the warm yellow on the clock tower, too.

45
This is all in construct 2? Really cool stuff. I'd be interested in how you accomplished it with the drag and drop style of coding.

46
the head has a bit of a corner and the biceps are a little pronounced, also slightly uneven vertically.
in the breathing animation you posted, with every deep breath the guy flails his entire body back and forth/up and down. i don't know about you, but when i'm out of breath i try not to jump all over the place.

47
Pixel Art / Re: Background and foreground
« on: October 07, 2014, 07:04:47 pm »
please upload in an uncompressed form. i would also like to see an unobscured version of those clouds.

48
Pixel Art / Re: [WIP] Game Art
« on: October 07, 2014, 04:55:58 pm »

 :)

49
General Discussion / Re: Goblins Of The Game Industry
« on: October 04, 2014, 04:24:58 pm »
It would take us faster, and I would have to leave them alone because unless I have maya, they're going untouched. The reason I am opposed is because the assets he proposes look like something out of counter strike 1.6 or a ps2 skating game, and my concept is of a game with a striking palette and a very brushwork-y style.

edit:
I would also be limited to the 10-odd city buildings the pack has. If I wanted a specific kind or shape of building, I would have to suck it up and choose one from the list. It was also already established that I was in charge of the game's visual direction. He is only the programmer. The idea was that he would make an engine for me and we would work together to make it accomplish able but still fun, and I would fill in the content like items, monsters, game areas, quests, art etc.

50
General Discussion / Re: Goblins Of The Game Industry
« on: October 04, 2014, 03:40:26 pm »
I'm having a problem with my business partner. We're working on a game and so far we've managed to keep goblins to a minimum. Our game is set in a city, and he wants to purchase cookie cutter city buildings on the unity webstore. I'm the artistic director, I hate them, they look like shit and won't fit with the aesthetic, but he won't let it go. It wouldn't even take him more time to let me do the assets. What do I do???  :mean:

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