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 - Wanyo
Pages: [1] 2 3 ... 5

Pixel Art / Re: Help with Cave tileset for platformer [C&C][WIP]
« on: November 06, 2013, 02:08:58 pm »
agreed it needs work but dark saturated red hues are quite good to make a sprite pop from background.
Very true, I like that it helps it pop while at the same time it feels unnatural stylistically here.

Maybe if the dark saturated reds were just on the borders instead of throughout or perhaps change the dark saturated colors to match the insides of the sprite?

WTB extra time to make edits for people! >_<

Pixel Art / Re: Help with Cave tileset for platformer [C&C][WIP]
« on: November 05, 2013, 02:06:35 pm »
While I agree with the tileset being a little less than exciting (I agree with the others, look at game tilesets you find interesting and see what you like about it), the differing styles of the character and the tiles are most jarring to me. I assume you were going for a separation between character and interacting tiles but it's so far detached that it feels like a completely different style. It probably has to do with the sharp maroon/brownish border that is far more saturated than everything else while all the rest of the colors are far less saturated.

Pixel Art / Re: Game Title Screen(WIP)
« on: October 16, 2013, 02:38:17 pm »
Also worth checking for bitmap fonts is Dafont:

Alternatively if you're hand adding fonts you can try any interesting font and turn off the aliasing/change scaling to nearest neighbor (and then probably fix some jaggies).

Pixel Art / Re: Newbie Trying To Pixel An Island
« on: October 14, 2013, 02:47:18 pm »
Couple things to demonstrate why it's laying out weird:

This is a quick (super quick, my lines are awful) idea of the lines each of your shapes are implying as far as perspective goes. See how some of the shapes just don't adhere to the same line of sight? Your center island is definitely a point of contention here when it comes to perspective because it's sitting more flat instead of at the angle that the first petal sits.

(stars, because it's in spaaaace!  :lol:)
Another way to look at it is to shrink it down and toss it on a sphere because technically that's what you're trying to imply for your land mass, I used HarvyDentMustDie's version to contrast and give you an idea of how it adheres to the perspective.

I hope this helps to illustrate the idea a little better, sorry some of it is a bit off!

Pixel Art Feature Chest / Re: I move for no man [WIP]
« on: October 03, 2013, 03:42:21 pm »
That turned out fantastic, great job deciphering the speed velocity of an unladen swallow!

I'm not quite at the level to offer some of these awesome edits (I'm sticking around here till I can get there), but I'm glad I can at least offer some helpful advice when something looks weird to me! :D

Another thought that might take up more time, ever thought of making this poster into a desktop wallpaper? It's one of those things that could look absolutely striking on one!

Pixel Art Feature Chest / Re: I move for no man [WIP]
« on: October 02, 2013, 02:32:53 pm »
For some reason I miss the offwhite paper color from the sword and the lettering but I I understand the better fit of the white here and overall those details really livened up the piece!

Perhaps the shadow portion of the chainmail on his right leg could probably use a little tweaking, something about it feels too dark, maybe it's just the inner edge contrasting hard with it.

I need to spend some time and study your metals wolf, they always seem to pop right out.

Pixel Art / Re: Newbie Trying To Pixel An Island
« on: September 30, 2013, 03:03:05 pm »
Decroded beat me to talking about the positioning on the large mushrooms!  :lol:

Something bothers me about the flower patches, they end up looking more like sprinkles, maybe they need to have a little more color variety or get intertwined into the land formations more, or perhaps be less uniformly spaced. I can't toss an edit right now but take a look at a couple of these references if it gives you an idea of what I mean:

Pixel Art Feature Chest / Re: I move for no man [WIP]
« on: September 30, 2013, 02:56:33 pm »
"Let's call it a draw!"
The orange & red still bother me, instead of drawing your eye to the focal point it ends up pulling your attention to those red lines.

When you say poster I assume you mean like a screenprinted concert poster, maybe you could really desaturate or soften the red/orange to match that sort of style? I'm at work at the moment or I'd toss an edit but this is the kind of thing I was thinking of:

Looking at this and all those posters really makes me want to do something screenprinted like that!

Pixel Art / Re: Newbie Trying To Pixel An Island
« on: September 24, 2013, 03:21:13 pm »
Super quick edit on the cave/awesome shroom trees:

I gave the cool shroom trees a little more character with a bit of roots and variation so they didn't look like sticks in the ground, brought up the contrast a bit so I could move the pixels around and make them feel more rounded. I also added a bit more light over the cave entrance to make it look like it was in the rock more instead of just on top of it (I didn't do a very good job I don't think). Just a couple little things that stood out to me, keep up the good work it's really coming along!

Pixel Art / Re: Newbie Trying To Pixel An Island
« on: September 20, 2013, 01:02:42 pm »
We're definitely overthinking it but maybe if it's a natural spring there should be a bit more of a pool attached to to the stream at the top, or maybe make the stream end hidden so it's implied?

Don't forget to widen your river a bit at the end. I was googling a few river mouth pictures and I found some cool references:

Also makes me think as you get in a little more you could add some better beach area around the mouth and maybe even a little sandbar. Another idea could be to add a little hill depth around the river and really make it stand out.

Look at this reference how the mountains kinda pull into the river and define it:

That makes me think, don't forget to use lots references of real life areas, that kind of thing always gets me really excited and launches me a ton of new ideas (as you see above)  :-X

Pages: [1] 2 3 ... 5