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Messages - hobbler_toppler
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11
Pixel Art / Re: 16px platformer
« on: December 29, 2014, 04:32:10 am »
Those trees on the closest layer of the background look really nice. Good job with the leaves. It looks like you're having a lot of fun with this.

12
Pixel Art / Re: Stone Golem
« on: December 29, 2014, 04:28:26 am »
The new one looks a lot scarier because of the bulky bodybuilder neck. I like it a lot. Whenever someone says they're new to pixel art you expect them to post something atrocious, but it looks like you already know the basics of how to draw.

Only thing about it is that the outline could be cleaned up a bit and looks unnecessarily thick in some places, although I could see this as a stylistic choice to make him seem more intense.

13
Pixel Art / Escaping Earth
« on: December 27, 2014, 07:22:03 pm »
This is an ending screen for a flash game I'm making.



This displays after the player breaks away from Earth's gravity and launches into space. The yellow speck will flicker and slowly move away from the planet, while congratulatory text is displayed on the top.

To be honest it looks a little bit better than I thought I was capable of at first, but I still don't think it looks like it was drawn by a true professional. Anybody have advice? In particular, I feel like the earth looks a bit too "blobby", but I'm having trouble adding detail to it that doesn't seem like random noise. Also, I feel like the space area could be done with more detail to seem more mysterious and fantastic.

Now that I'm typing it out, it occurs to me that my main problem with most of my art in general is that I don't know how to add detail that is believable and professional looking. I just draw in "blobs" and tend to leave it that way. Any help with this is appreciated. Thanks guys!

14
Pixel Art / Re: Shootemup Space Ship C+C
« on: December 20, 2014, 08:08:13 pm »
Just chiming in to say that looks really cool. The only problem I see is that the smoke looks kind of weird on top of the blue thruster exhaust. At first I thought it was more rocks. I'd imagine it's not quite as confusing when animated, though.

Thumbs up.

15
Pixel Art / Re: [C+C] [Newbie] Help me get on the right track!
« on: November 18, 2014, 09:33:22 pm »
Honestly, I've played plenty of little games which managed to keep me immersed with this type of minimalist artstyle. If your goal is to make a small game, then I would just go ahead and do it, despite your tiles not looking anything like Decroded's edit. You'll be happier with a completed game on your resume even if it has super-simple graphics. I know it sounds like I'm telling you to be complacent, but I'm kind of getting the impression that you got intimidated by Decroded's cool looking edit and gave up. My suggestion is to take that grass tile, add another complementary tile (maybe some blocks or stones) and show us a mockup of a hypothetical game. The key to making good, but very simple pixel art is how it all ties together, which is why mockups are more telling than individual tiles. Here's hoping you didn't give up!

16
Pixel Art / Re: Very simple character sprite, feedback apreciated
« on: September 12, 2014, 06:31:49 pm »
Something so small is difficult to give critique on. Some of the tones could use a little bit more contrast, but I don't think it really makes that much of a difference, especially if you're using a dynamic shading system on top of it.

The success of small pieces like this depends on how well they interact with each other. If you're interested in receiving ongoing critique, we could be a lot more helpful if you posted more of your game here as you continue in its development. I hope to see more of it.

17
Pixel Art / Re: ARGH- Might and Murder
« on: September 12, 2014, 07:02:19 am »
Hahah, that's very cool. It's like a fighting game stripped all the way down to the very core. The funny thing about fighting game players is that they could even make this simple game into an intense rock-paper-scissors-esque mental showdown.

As for the pixel art, it could use more detail obviously. All of the colors seem rather dark, except for the swords and the helmet props which have blazing contrast against the rest of the scene.

Not really much else to say for critique. I thought this was really cool.

18
Pixel Art / Re: [C + C][Game Sprites] Bigger Sprites
« on: September 11, 2014, 06:42:35 pm »
I'm sorry if I seemed overly harsh. I can be long-winded sometimes so it may have seemed like i was levying an essay of complaints about your piece when I didn't intend for it to come out that way.

I think it'd be best not to mentally separate highlights vs shading. They're all part of the same thing - defining forms by implying a light source. It may sound vague but as long as it seems like the light source is coming from a consistent direction, then you're on the right track regardless of whether you consider it "highlights" vs "shading".

I'm almost late for work so I'll address the other posts later today. Good luck!

19
Pixel Art / Re: [C + C][Game Sprites] Bigger Sprites
« on: September 11, 2014, 05:33:00 pm »
It's good that you're motivated enough to tackle all these projects. However, before you work on a fighting game in particular, your "big" pixel art skills are going to need some work. There are a couple of major problems hindering these piece, and thankfully, they're both pretty simple to fix.

The first problem is the pose. You were right to feel odd about the arms and the legs. His body parts aren't working in unison to do anything meaningful. What's the purpose of the sprite? Is it going to be a walking animation, or an idle animation? His pose makes him look like his knees are pressed together with his lower legs splayed outward, butt sticking out. I'm also not quite sure why one of his arms is raised. I would suggest redoing the piece with a solid pose in mind; maybe use a mirror to come up with something. If you do that, then suddenly things will begin to make more sense and he won't look "odd" anymore.

The second problem is your chaotic pixel placement. It looks like you tried to imitate jpeg artifacts by hand. On small pieces like this (even though it may be bigger than your regular work), it's still important not to overcomplicate things. Here is an edit I made to illustrate:



It's good to illustrate texture, but you need to be subtle because you don't have very much room to do so in pixel art. If you go overboard it just looks like a murky swamp of random pixels. For now I think you'd be better off just picking a light source and shading from the opposite direction.

I hope this was helpful. Good luck with your games!

20
Pixel Art / Re: Girl Plataform C+C are Welcome
« on: September 10, 2014, 06:32:08 pm »
Apparently I'm not in the majority here, but the clusters behind her shoulders weren't confusing for me after your first edit. It just looks like her hair is spilling over her shoulders, which I think is what you intended. I think what may be confusing people is that one cluster of hair on the left shoulder which is outlined for no apparent reason, whereas the rest of her hair has no outline.

I think you could make her boots a darker shade of brown. I don't feel like they stand out as much as they should against the grass. And just because they weren't originally "combat appropriate" doesn't mean they aren't allowed to look feminine. Maybe try slimming them down a bit.

Here's an edit. Remember that these are my opinions and I'm not an amazing artist by any means.


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