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Messages - Pix3M
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221
Pyxel is very interesting. From the looks of it is is very good for small-resolution pixels and making tileable stuff. It seems a bit of an inconvenience when you're starting to go larger scale when your tiles are becoming large-scale copy-pasting instead of 'tiles'.

222
Pixel Art / Re: Sky Utopia II
« on: April 21, 2013, 06:27:45 pm »
Less visual priority on the cyan-colored bottom of our utopia, perhaps?

I would hate to see a good piece overlook that quirky choice for a focal point, unintended or otherwise.

223
Pixel Art / Re: Tightening up some game tiles.
« on: April 21, 2013, 05:04:19 pm »
Depending on the game, you want a grid to be there. If character positions are aligned to a grid like traditional rogue-likes there is no need to destroy the grid.

224
I am aware of 'dumb' practices like drawing individual tiles instead of drawing a scene over a grid. I have no idea if there are other dumb practices I am not aware of.

225
General Discussion / What are the most optimal tilesheet workflows?
« on: April 19, 2013, 11:47:56 pm »
I think I know some points about a good workflow that has less risk of making mistakes, but I don't know what I do not know, and googling 'tilesheet workflow' gets me absolutely nothing obviously related to what I'm looking for.

How do you guys approach tilesheets?

226
It is extremely obvious that this world is made of tiles. That would not be a bad thing if the tile grid is part of the game, but otherwise I don't see much benefit from showing the tile grid. Is the tile grid part of the game, like push block puzzles that snap to a grid?  ???

Screen size may also be innapropriately large. As far as I have observed, 320x240 with a 16x16 character is already pushing it too large unless our character moves fast or can shoot.

I feel knowing how this (hypothetical?) game works can help give more info to critique with. Game graphics are supposed to compliment the game play.

227
General Discussion / Re: New to pixel art. Where to start?
« on: April 17, 2013, 11:12:23 pm »
I think a human figure should be a good start for a static, non-animating piece.

228
Pixel Art / Re: Steampunk-ish clocktower practice tiles
« on: April 17, 2013, 10:11:04 pm »
Intersesting photo reference. It doesn't even fit in one photo.  :lol:

I'll save that somewhere in my dropbox for times I wanna try my hand at something with lots of gears.

229
Pixel Art / Re: Steampunk-ish clocktower practice tiles
« on: April 17, 2013, 09:02:29 pm »
Hmm, not bad. Seems pretty silly that I never found a visual example of the cross braces when I searched for "steel I beam" on google images for getting through with this personal challenge. Well, I guess that shows my general inexperience with environments.

Seems that google images doesn't seem to be a great resource for references when you need them. I'm not getting anything obviously related to what you just mentioned about Boktai and a good reference of clock tower machinery. Got a link to a good screenshot somewhere?

230
Pixel Art / Re: new pixel artist
« on: April 16, 2013, 08:02:10 pm »
Looks a lot more solid but don't forget to polish up your pixels. There are a lot of jagged edges especially on the ear and... whatever that tan-colored object is.

Also don't overlook that it's good to have readable sprites - meaning that you can tell what you're looking at. I'm having a bit of difficulty knowing what the tan objects are in the bag. Well, if you can't make it clear what those bagged objects are you can instead have a drawing of our hero in a much bigger view... like a splash screen before the game starts.

Plus I'm kinda intrigued by the eyes pointing at two different directions.  :huh:

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