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Messages - Zintendo
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Pixel Art / Re: How and what can I improve?
« on: September 04, 2013, 10:39:54 pm »
Being a pixel noob, I will stick with abstract advice and lean away from actual in depth pixel art techniques..

I think:

1.  You should post any other background/sprite examples you may have so we can see how it coalesces and fits in.  Imagine if in the beginning stages of Minecraft, a pixel artist sent in the pickaxe sprite for editing here, and some forumgoer made it all badass, but guess what, now it doesn't fit in with the style of the rest of the project.
2.  You could tell us how much time you have for this project (college, cool) and how long it took you to make this so we can make an accurate judgement of how much work you may put into your project.  1,000 hours is a lot more time for shading and dithering than 50 hours.  Also are you going for a decked out game along the lines of Final Fantasy, or following a concept as simple as Frogger?  That weighs in big time.

:) :D :D :crazy:

I like it.  You obviously worked at it to make it a smooth walk transition.

Pixel Art / Re: Weapons and Creatures!
« on: September 04, 2013, 10:32:57 pm »
Pix3m, I kinda mean to go with the general feel of weapons.  My game is intended to have a more natural feel, like no HUD as in Call of Duty, and even go so far as no statistics, or numbers, like Zelda.  The HUD will be a pull up like in World of Warcraft with hotkeys.

Now, because of this, It is important, to me anyways, to have the weapons convey a clear message with their type.  Daggers are for chainmails, Estocs are for Calvalry, Flanged Maces are for Platemail.  I'm kinda going for a type trump, game, where you can be the jack of all trades, or specialize in certian types.  I'm kinda hoping players will apply what they learn from, idk, let's say Pokemon, and figure out a good balance, to invest in areas they feel will match up to what they read reviews on are important, hard bosses (or not, lol, they can just play it without google).

Enough game theory.  Yes, I am going for that simplistic, realism feel.  I'm not a big fan of crazy designs atm.  That being said, I feel as though the bows don't vary enough irl.  I appreciate the links you sent me, I really dig those bow designs, never would've thought of stuff like that.  I feel as though the other weapons vary enough for visual recognition, that the gamer can differentiate them without having to do the mouse over for information, unlike the bows.  Thanks for your input as well dude!

Pixel Art / Re: Weapons and Creatures!
« on: September 04, 2013, 10:08:59 pm »
You can make some great little monsters from these.

No offense thought but your colours are really horrible.
Lol thanks
I don't know if you're going for that style intentionally but you should try editing the colours in your color picker.
Try to move away from straight greys - blend in some other hues by subtly increasing the saturation.
Saturation, got it
And don't just use all primary colours, try playing around with the spectrum.
I'll have to play in my spectral field of vision, regarding the fact that I'm legally colorblind
And black outlines look pretty nasty.
Once you have some better colours, try just using a darker version of the fill colour for outlines (there are other options but this is the simplest).
Again, thanks for the input.  After seeing the examples, I noticed they go with black outlines.  I'm guessing when you say darker, you mean a dark dark purple/black color?  I'm happy it is a solid example without aliasing, I think alaising takes away from pixel art (is also much harder to do) and makes people second guess the fact that one did every pixel by hand.
I wish I had time to do some edits but please have a go taking the advice.
I'd really like to see these improved and then there's some other things we can look at to improve further.
Awesome, hopefully you have time after I apply your critique.  I admire your work!

Pixel Art / MTD Sprites
« on: September 04, 2013, 01:12:33 am »
Edit: MTD = mentally transmitted disease, codename for the project sprites in this thread belong to.


I guess what I'm asking for is critique, help shading (if you can do one and set it as an example to do for the rest of the swords or axes, that'd be great)


The weapons from the other thread are what goes in the inventory screen.  These creatures are far more important, they are actually in-game!!!

No reference, just kinda winged it.  Started scribbling, cleaned up lines, then figured 'Oh it looks like a tentacle' or, 'oh, I should put a big eyeball in the middle,'

I can't shade, it always comes out as either noise, or it hurts the detail of the image.  When I see sprites from games like Final Fantasy, or Black Tiger, I s*** bricks.  I wonder if there is any inspiring artwork from people who don't use reference to unleash their creativity, because it seems like everyone is all over techniques like art class to paper to pixel, fakemon, or even the lame-o splicing.

Critique please.

General Discussion / The inhabitants of this forum
« on: August 19, 2013, 11:25:58 pm »
You guys are overwhelmingly helpful, going out of your way a lot of times searching for references and sources to perfect yours and others work.  It is almost scary, the level of preserverance, very admirable to say the least.  Nobody is afraid to stick their hand out and pick up those below them, what a rare thing to see these days.

I just thought I'd pay my respects to such an outstanding community.

Pixel Art / Re: Bruce Lee Portrait
« on: August 19, 2013, 09:54:10 pm »
he looks mexican.  big eyebrows, the shading looks like a 'stache, his eyes are wide open, nothing really tells me he is bruce lee, more like pedro haha

no but in all seriousness if you freehand traced it, try to see if it's logically, dimensionally correct with a photo overlay, that's what I would do.

I'm not one for giving advice, being a pixel noob and all.  Take it with a grain of salt.

General Discussion / Re: How many tiles in a tileset?
« on: August 17, 2013, 11:41:59 pm »
I like what tcaud said, I like it a lot.

I'd recommend you follow his advice.

I go on, they seem to have aspergers ocd and point out fimilarities and stuff that is extremely repetitive.  So I go on and check out what they say for RPG games, which invariably is often for NES/SNES sprited games.  They say in one of the tropes, that for any rpg-style game, your extremely likely to have a lava level, a forrest level, a mine, a town, etc, a water level, and a few others.

Pixel Art / Re: Please criticise me to hell and back
« on: August 17, 2013, 11:28:54 pm »
they came out blurry because i saved the .gal to png and took it to a different pc that has internet (but no graphics gale) so I resized the png to 400%... and it is blurry.  If it is necessary to properly critique that I bring the full quality spritesheet, I can do so tomorrow!

Pixel Art / Please criticise me to hell and back
« on: August 17, 2013, 11:05:59 pm »

Please help me improve my sprites.  They are all within 32x32, the Ice Shard is 64x64.

What am I consistently doing wrong?  What is wrong with some, but I did better on others?

I feel like everytime I add legs to my suit of armor it looks horrible and I have tried to draw legs more than a dozen times and never saved them.

From Top to Bottom, in left to right order:

We Have the Ice Shard,
Ghost Skull, Mooby
Poison Bird
Fire Bird
Voodoo Mask (I think I'll have the Ghost Skulls wear these)
and the main character, or another enemy?  idk

This is like a month of work, and I was reluctant to share, but after seeing the quality work you guys throw out here, it makes me reconsider the benefits of getting the feedback to improve on my (now I know to be pretty ***tty) sprites.

Thanks a million

General Discussion / Re: Custom Graphicsgale Pen/Tile
« on: August 13, 2013, 12:56:23 am »
lol wut its you from the link i found in google



pixel artists are a rare breed.

I'll try to make it so easy, a caveman could do it! -regarding the .exe file i'll make. 

It'd be nice to have different pens on the fly.

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