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Messages - BatElite
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31
Hello again
I based my thing of the stage 2 boss room:



---



This more or less started with an idea for a palette cycling animation. I hadn't taken the 16*16 areas rule fully into account, so I discovered halfway through assembling the animation that I didn't align the windows right and that they wouldn't work in this setup at uniform length anyway. Not without having to remove the window frames.



This requires three out of four palettes, so the rest of the room had to be monochrome. I got a bit lazy with the foreground. The doors look rather poor to me now as well.

I haven't made a animation going from the static version to the cycling, although I have one planned. The head wouldn't be around anymore during the animation in-game.
Before I fix anything or work on the forground though, I'd like to know if the cycling and colour choice looks good. Other comments are welcome as well.

These are the current tiles, by the way:



-------UPDATE-------



This version should obey restrictions. Also messed with some tiles. I guess the doors are pillars now.



...and animated.



Current tile use.

32
Pixel Art / Re: Character Sprites (Posing/Color Practice)
« on: June 06, 2016, 10:09:05 pm »


I've tried to fix her left leg, and messed with her right one as well. As far as I know the front of the upper leg is straight from hip to knee.
I suspect you haven't taken into account the different angle between your ref and the position the character takes. As a result her right upper leg is too short.

33
Devlogs & Projects / Re: READ FIRST! - Introduction to the new section
« on: March 23, 2016, 09:24:00 pm »
I might participate in a game jam soon. Is this section also for the results of things like that?

34
Pixel Art / Re: Lizard Rpg scheet
« on: March 13, 2016, 07:45:54 pm »
A few points:

-It has no apparent neck, and the head is very seperate from the body. In the best case it looks like someone wearing a mask.

-Related to the above, the amount of body we see for the front and side views is in both case 16 pixels high, but the head in the front view partly obscures the shoulders. Assuming the front sprites are viewed slightly from above this suggests that the front lizards are higher than the side ones.

-The head spikes are much more pronounced in the side view than in the front view. You also seem to have some readability issues with them in the front view, which you can resolve this by letting the spikes sway to the sides a bit.

-The portruding jaw on the side sprites is not evident on the front and back sprites. I'd suggest adding it to the missing ones rather than removing it from the side sprites, since it'd add some more form to the head. It'd just be an egg otherwise. Where the jaw connects the shading doesn't make much sense, and that bit seems pillow-shaded.

-Speaking of pillow-shading, the shirt and arms have that too.

- The eyes don't make much sense to me. The front view suggests that they more or less follow the rounding of the head, yet the side view suggests that the eyes are more on a forward facing plane. You could make that more apparent through shading.

-You should continue the scaly texture in the darker parts of the sprites. It's most noticeable one the back view's head.

Also, you don't have to watermark the image I think. It seems a bit pointless.

35
Pixel Art / Re: [CC] Phase-shifted planet
« on: March 12, 2016, 11:41:54 am »


I don't understand what you mean with that shading ref in regards to your piece, since that has a very different lighting situation.

Your piece is difficult to read because the chunks of planet are only slightly darker than the atmosphere(?), which itself is only slightly lighter than the background. The chunks even use the black the background uses. As a result the piece looks more or less black except for the core.

The core is a bright light source (you'd probably also have a star or something that the planet was orbiting. I didn't take this into account in my edit.) and you indeed shaded the chunks accordingly, but not harshly enough. You've also only accounted for one hemisphere it seems. Since those would be more brightly lit by the core, adding chunks in the back can give you more constrast. This can help the foreground chunks read better in case you want to keep them dark.

36
Pixel Art / Re: bug man
« on: February 29, 2016, 12:32:47 pm »


Might as well post this anyway. I didn't reinterpret anything with my edit, and just lighted it differently. What light source were you using? It looks way to the right, which I missed, so I used a top-right thing instead.

A single colour ramp for the entire dude is probably fine, though you can always try a few versions and see what works.

If it matters any, your character has 8 limbs total now, rather than the 6 insects tend to have.

Also, it isn't entirely clear to me where the arms a connected. From the sketch it looks like two pairs at the shoulders with one pair below?

37
Challenges & Activities / Re: Hexquisite Corpse III
« on: February 25, 2016, 11:16:37 pm »
T70 Please. -DONE!

Let's see if I can finish this one. -YES.

38
Pixel Art / Re: Kitchen GUI (previously known at the Table Cloth Thread)
« on: February 20, 2016, 08:40:55 pm »


I've made various alterations to most of your most recent set of icons:

The health icon looks out of place, as if it belong in a set that uses (out)lines on a dark bg rather than what you have now. The cross looks rather thin on its own though, so I widened it as well.

I have no idea what the new armour icon is meant to be. I've made the previous chef hat a bit wider, so it'd read better.

For both special and speed I mostly removed what I felt excess AA. You forgot to AA the border of the special icon.

39
Challenges & Activities / Re: Hexquisite Corpse III
« on: February 12, 2016, 10:59:25 pm »
T13, Please -Won't finish on time

40
General Discussion / Re: Ramblethread! A brainstorm approaches!
« on: February 04, 2016, 09:20:31 am »
Is this what you wanted?

The line between washed out and good is a bit weird to me, apparently.

also:
I made a chart which contains:
lines: squares at brightness levels starting at 50 and going up to 100 (pure white)
columns: outlines with a value level starting at 45 and going down to 0 (true black)

I think you meant those the other way around.

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