I wouldnt know whats wrong with using the forums actually. It's effective and spot on
This is a relatively obscure spot, twitter would mean people will get the message more immediately and conveniently, and be able to share it. Would also allow for people who don't normally follow the forums to join in, as well there would be a healthy amount of cross promotion between the lot of us.
Those are my thought on it. Happy to set something up if people are cool with it, just have to think of a name
These are cute, the mouse especially, but there are a lot of stray pixels here and the animation is quite messy and jagged. The sprites your animating also have some issues beyond animation with some problematic line work and shading. This all might be easier if you focused on one thing for the time being. Perhaps try creating a single still sprite first, we can critique that, and then you can move to animating it.
You'll want your assets to be transferable so Horizontal or Oblique 45 would be best for that. As for those two I guess it depends how much you want break the flow of gameplay between exterior and interior spaces.
This is to say a horizontal interior will have more constancy in a gameplay sense with the outside world, but oblique 45 could work really well as a visual indicator for a mechanically different space, such as a place to interact with NCP's and buy things.
Beyond that just wanted to pop in and say this project is looking fantastic.
So I suppose it's time for sketchthread 2.0, though things are a little less sketchy this time round so maybe process is a better word. The emphasis is changing a little in this one, as I'm making things a touch smaller and more focused on design. I really didn't like the space knight piece in that last thread, it's sheer size meant i spent waay to much time cleaning lines and it scared me away from the process for awhile, but I think i've broken back into things with this shifted direction.
Essentially i'm still trying to let a loose early sketching process generate a certain amount of workable chaos, or happy accidents. This is something I generally enjoy in mediums like ink, pencil or paint and I find this is a phenomena normally lost in pixel art. From that point I'm looking to focus on pallet and design and refine things into something more finished then I was previously going for.
Edit: Current work
Okay, that aside, lets start with some gay
Current Edit:
Happy with this so far, but I've reached a bit of a dead end and I know it could be better. Crits/Edits welcome.
I've also got a WIP for something after the above piece, vaguely NSFW for anatomies sake, i'll add clothes later. . Current Edit:
I think you are overcomplexifying those big bricks. Your focusing a lot on each individual brick, adding in a lot of defined shading and deep shadows, this might be how the eye would see an individual brick but not how someone looks at a wall, if that makes sense. essentially I think you need to zoom out some and focus on overall texture, as you did with the smaller bricks which btw, are outstanding.
I did a quick and messy edit.
overall i'm loving the progress on this, keep it up!
Truckers delight has fantastic animation. It is NSFW and also full of misogyny.
Yeah not to derail, and I get that it was 'silly', but that was pretty gross on a lot of levels.
In regards to your art. You might want to consider using the lines not only as a stylistic choice or shading technique but as a method to create focal points on key characters. For example, 'slimo' in your first version really pops due to that light outline. But some of the other characters are a little lost. That can also be useful, reducing the focal point on background or superfluous characters can be good for the scene. But I'de assume Mr Mazer wouldn't be one of them, as he is in that case. I might be wrong.
On that note I find your newer version with the outlines a touch distracting in comparison. Assets are now fighting for my attention a little and the scene has lost a bit of it's painterly feel. Your partial outlining in your original is a little untraditional, but I actually think it looks quite nice, and adds a distinct flare. Overall lovely work, obviously.
I like the design, but your shapes are very wobbly and do not really read as what you are trying to depict.
I think you need to focus on making the character more readable before adding on any colour or shading. Cartooning relies on understanding then simplifying and stylizing shapes and objects, if the core understanding of the subject isn't there, often the cartoon will not look like what it is supposed to.
There are some exceptions like southpark and other more abstracted styles, but these still often rely on big bold shapes and blocks of colour. Essentially, your character is sitting in the middle of too wobbly and busy to fit into that simpler camp but not accurate enough to fit into a slightly realer style.
Honestly I think, unless you want to go smaller and a bit more pixel traditional, you need to work on your drawing fundamentals for a while before anyone can give you any more specific crits. The problems simply run a little too deep to pick out one by one. And the pixel tech at this scale is the least of the images concern.
I hope that didn't come across as too harsh, keep on practicing and you can achieve some amazing art!
I thought the Marth portrait was looking a little flat so I gave it a pass over. I think my edit has lost a little of the originals personality, but hopefully there are one or two changes in there that could help. I may have also tread over some of the GBA limitations, not sure.
Also really really love the way you've done the hair, that's going straight into my reference folder