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Messages - Sunjammer
Pages: 1 [2]

11
Pixel Art / Re: Cute Girl Action RPG Sprite
« on: June 21, 2014, 07:08:20 pm »
With help from the advice you guys gave I practiced a little and came up with this, which I think is better than before, so thanks! Still have a long way to go obviously


12
Pixel Art / Re: SNES-ish Urban/City Tileset halp~
« on: June 05, 2014, 04:21:46 am »
Don't mean to be picky -- this is excellent work for such a short time of learning pixel art! It's just subtle stuff you might appreciate knowing, that's all.

No, that's perfect, thank you. I'm interested in learning, not having my ego treated gently haha. It would be fine/welcome if someone said 'this is garbage you did everything wrong' etc.

13
Pixel Art / SNES-ish Urban/City Tileset halp~
« on: May 27, 2014, 03:19:56 pm »
What up guys! Spent a lot of time in the space of about a month trying to learn pixel/tile art from essentially zero, so having to do this required learning color theory, how to communicate various textures like metal and concrete, values, etc... in a very short time. I feel like I improved quickly (relative to 100% beginner) but hit a wall and would like to get better at a faster rate, so any possible tips about color or tileset construction or anything would be great! I know it's popular these days to go for a very flat modern style but I want to try to maintain the beautiful techniques of old, if I can get good enough to do it.

 I suspect a better way of going about making a convincing city tileset is to first design a few buildings that thematically and architecturally convey the setting and then both use them whole and take them apart for tiles to mix and match. Going about it this way feels more like it'll just feel like urban-themed corridors.

PS: This isn't intended to look like a refined map/mockup, it's just tiles I've made so far mashed together to approximate one, as well as some miscellaneous practice with materials like metal.


14
Pixel Art / Re: Cute Girl Action RPG Sprite
« on: February 20, 2014, 10:54:34 pm »
Thanks so much for all the feedback! I realized I miscommunicated what the character is supposed to be, it's intended to be a kind of noble traveler girl and not so much a schoolgirl!

Everyone helped a lot with the hairband and the contrast was definitely a problem, thanks Ellian. I'll work on that and the colors more.

PileDriver, your advice about describing the garment better helped a lot, I realized that covering the top part with the bow thing made it unclear if it was a coat (open at the top) or a cloak, but it's meant to be a cloak... I did some changes to try to represent it better, maybe there's still a way to include a bow thing. I wish I knew how to describe forms with so few colors and big clusters like in your edits, it would make animation much easier.



Attempt at simplification ~_~

15
Pixel Art / Cute Girl Action RPG Sprite
« on: February 18, 2014, 09:18:07 pm »
EDIT: New stuff at bottom

Any crits regarding colors, design, or whatever else are welcome. Pretty new at sprites and want to improve as fast as possible! I think some of my clusters are ok.  The hairband in particular is something I'm stumped on! Anyone know why it looks a lot worse at 100% zoom?


16
Pixel Art / SNES/PSX City Tiles
« on: January 07, 2014, 02:39:59 pm »
I'm pretty new at pixel art so it may not have been the wisest idea to jump straight into tiles of this style, but whatever! I'm having trouble putting together a city tileset, a kind of 80s or 90s setting with a melancholy atmosphere. Unfortunately there aren't many modern settings in top-down pixel games so there's not much of this subject matter I've found to study out there.

While I can complete individual tile pieces that I think look kind of okay, putting together a city is proving difficult. There's something unsatisfying and dull about my tiles that I can't quite put my finger on. Maybe the colors? I've been following an 'increasing value = decreasing saturation' rule, but I've heard people saying to use the opposite principle as well. I've noticed selecting colors for different objects meant to appear alongside each other is hard for me. Any thoughts on what I could be doing to improve would be appreciated!


17
General Discussion / Re: 2D-RPG Development Observations
« on: September 03, 2013, 07:50:25 am »
There are a lot of people out there who think in the most naive possible terms about game making - even those with more realistic ambitions for minimal-resource game production often have little concept of development efficiency. What can realistically be accomplished is a hard slap in the face to many aspiring developers, and reading this could be a benefit to them. There are ways to make development extremely efficient, especially if you have the skills to do almost everything yourself. The good news is that if you successfully create and sell a game that is more limited in scope, you'll have the resources to move on to your bigger concept... so there is a positive upswing to this!

18
Pixel Art / Re: Multi-hue ramp discussion
« on: September 03, 2013, 06:32:51 am »
This is a color edit Helm did of Gizmonicgamer's work:


In my searches for knowledge I found this old quote from Helm that might help explain this kind of thing;

Quote
[...]as long as you properly minmax the saturation and lightness of a shade, you can do pretty freaking big jumps in hue from shade to shade and it will look very well. Look at a recent edit I did for faceless' avatar for hue jumps in a single ramp. There's theory behind the hue shifts most of the time, but since pixel art allows for such minute control at any level in creating the piece, one sometimes just goes crazy and experiments with the HSL sliders on a shade, 1 bit at a time[...]

Generally though, the theory is that you tint towards the colour of the lightsource ( blueish yellow in sunlight I guess ) and towards complementary shades in darkness.

19
Pixel Art Feature Chest / Re: [wip] Dark interior architecture background
« on: September 01, 2013, 01:17:22 am »
Quote

The colors here are beautiful! I was wondering what the logic is behind the lighter purple on the pillars. The ramp's prevailing direction seems to be a descent from teal through blues down into purple shadows, giving the effect of a grey-blueish stone being illuminated by direct moonlight. But the jump into purple around the highlight defies that logic. Here's what I mean: http://i.imgur.com/uEWKD0L.png

Is there a color theory reason that explains the divergence or was it just an artistic choice? I seem to recall seeing ramps veer off into purple momentarily in some Castlevania tiles and was wondering what rules, if any, dictate this phenomena.

I apologize if this is the wrong place to ask a theoretical question like this!

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