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Messages - japie81
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Pixel Art / Re: [WIP] + [C + C] Floating Island
« on: November 05, 2015, 03:56:56 pm »
I like the colors of the grass, but i'm going to repeat some advice someone gave me a while ago. You want the player to focus on the things that actually matter for gameplay (in this case the top of the platform where the player can walk). Right now the rocky bottom part pops out way more than the top because of brightness and saturation. Maybe you should try increasing the contrast on the grass by making its darkest shade(s) darker so the highlight at the top pops out more.
Perhaps the contrast already works much better on a dark background by the way, since its shown on a white background here

Also I noticed all your brown tones are fully saturated, it usually looks better when you slide through the saturation as well as the hue in your color ramps

played with the colors a bit, i think the purple-ish shadows look nice but the lighter tones dont really look that nice in my version. Also noticed it was indeed mostly the light background that messes up the contrast.

Challenges & Activities / Re: The Daily Sketch
« on: November 02, 2015, 05:09:07 pm »

Challenges & Activities / Re: The Daily Sketch
« on: October 18, 2015, 05:30:16 pm »

Pixel Art / Re: [C+C] Album Cover
« on: September 24, 2015, 05:24:04 pm »
This looks great, nice scene.

Maybe make the first row of water pixels the darker shade of blue, or at least break it up a bit.
(dont take my advice too serious though, i'm only a beginner)

With no zoom the girls posture makes it seem a little like she's playing air-guitar, my mind doenst make this reference as much when I zoom in.

Another thing that comes to mind; maybe raise the plants at the sides a little or lower the waterline a little, right now it seems there are plants in the foreground but they suddenly stop and theres just this straight beach area at the height of where the characters are standing. Because of the shape of the trees around the water this feels a little odd. Maybe make the waterline a little less straight or add some small plant or rock to break it up, not sure.

Also kind of reminds me of old Bob Ross video's by the way, he almost always did these kind of nature scenes with a lake and pine trees. Perhaps you could get some great ideas from those.

Try looking up some examples of walk (run) cycles so you know what key frames to use. I usually start by drawing a stick figure and make sure the movement looks smooth, then work from there.

this is a good reference for a walking animtion imho, but running uses different frames (both feet will be off the ground at some point)

perhaps something like this

General Discussion / Re: Pixel art game workflow
« on: July 19, 2015, 04:56:10 pm »
Unless you already have a working game, working with placeholders/rough basic versions of your sprites and tiles will probably speed up the over all workflow. Polishing your artwork will take up lots of time, and its a shame if you invest a lot of time making everything look nice and then have the project die in the programming phase.

Pixel Art / Re: platform house
« on: July 16, 2015, 07:29:37 pm »
I took a closer look at the roof and got a little confused about the lightsource. Anyway, i did a very rough edit with a little more contrast, but i think you might also consider just using only plain colored roof tiles with dark outlines like the one in the middle.

yyboyyy96 from the Dutch game maker forums by the way?  :y:

Pixel Art / Re: platform house
« on: July 15, 2015, 06:03:46 pm »
I think you should raise contrast/shading on the roof tiles to make them look less flat, especially compared with the edges of the roof. I like your wood texture and colors, only thing that seems off to me is the roof.

Challenges & Activities / Re: The Daily Sketch
« on: June 28, 2015, 12:33:40 pm »

Challenges & Activities / Re: The Daily Sketch
« on: June 27, 2015, 07:53:20 pm »

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