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Messages - fskn
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201
Pixel Art / Re: Ellen Ripley (Gameboy Palette)
« on: May 10, 2020, 06:43:47 pm »
I spent a couple hours last night and early afternoon today working on your piece...because I thought it was a fun thing to do, but ended up going a bit overboard, especially with the dithering, but I hope it helps seeing what I did and what I think could be improved.
There was some cheating involved, I admit.



The bulk of the work went to the mouth/nose/eyes area, left shoulder, the part of the uniform that goes across her chest and the overall shape of the hair.

202
Pixel Art / Re: Ellen Ripley (Gameboy Palette)
« on: May 10, 2020, 04:40:03 am »
Personally, those colors are really hard to work with, esp. the second lightest green is super bright for a midtone. I would have chosen a more muted version of the GB palette, such as:


DirtyBoy, or


Andrade.

But speaking of shape and form, and comparing your drawing to the reference, there are some noticeable differences:

On yours, she seems to be looking slightly to the left and her face seems tilted down a bit. Whereas in the reference she's looking straight at us.
Bringing the highlight of the nose up a bit and adding a highlight on the chin would bring it forward and up a bit.
The ears are just a bit too high.
The eyes on yours are more rounded at the bottom, flatter at the top. In the reference, it's the other way around. They could be slightly narrower too. And the eyelids just a bit thinner.
The mouth should be wider, and the part between the bottom lip and the teeth should be flatter. The inner corners of the mouth could be darker.
The jaw could be even more square.
You could use some softening on the shadow part of the chin, and a bit on the highlight of the forehead, bringing that to the right, over the right eyebrow.

I'm not really a fan of that single darker pixel on her teeth, as it makes it look like there's a gap in between them.

I guess that's it... But it's looking pretty good already. Just needs a few tweaks.

203
Commercial Critique / Re: The CC suggestion thread.
« on: February 11, 2019, 06:16:47 pm »
OG Metroid, on the NES?
Artist Omegachaino has demonstrated over on DA how Samus could look if they'd made her run animation with 12 frames, but that's both overkill and wouldn't fit on an NES cart (right? i guess it wouldn't...)


Source: https://www.deviantart.com/omegachaino/art/Metroid-Walk-Upgrade-703095424

Maybe this community could come up with a better 4-frame animation?

204
Commercial Critique / Re: The CC suggestion thread.
« on: April 16, 2018, 10:10:21 pm »
How about Zelda II: The Adventure of Link? That game would benefit a lot from some serious tile doctoring.

205
Commercial Critique / Re: The CC suggestion thread.
« on: January 04, 2018, 10:21:50 pm »
It was even featured in Tsugumo's De-Mystifying "The Greats" series.
Just fixing the link.

By jove, this reCaptcha is so annoying...

206
General Discussion / Re: Contemporary Pixel Art Games (2010 and on)
« on: August 03, 2017, 01:56:35 am »
EDIT: How do i make a line of text/a word link to a page, like others have done in previous posts in this thread?
This code:
Code: [Select]
[url=https://www.youtube.com/watch?v=cA1DKLQuak4]Legend of Dungeon[/url]
Renders as:
Legend of Dungeon

207
General Discussion / Re: Pixel-Gameart Appreciation Thread
« on: July 21, 2017, 07:25:12 pm »
Game: Batman: Return of the Joker (action platformer)
Release Year: 1991
Platform: Nintendo Entertainment System (NES)
Developer: Sunsoft












Beautiful backgrounds throughout the whole game, using every trick in the book from animated backgrounds to pseudo parallax with skillfully crafted tiles in a tightly restricted console.

Although it looks more like a Contra-like or Shatterhand high-tech action setting with a Batman theme slapped onto it.


208
Upon watching that Capcom announcement of their NES Disney titles re-release, named "The Disney Afternoon Collection", and that in general (or is it always?) they at most only add a border around the original 4:3 screen, it got me thinking on how making it 16:9 would affect gameplay.

The only things I could think of were that you would see the enemies coming from a longer distance (incl. respawns) making games easier.

What else do you guys think would happen, and what would Capcom (and other companies) need to do?

209
Pixel Art / Re: Help-a-noob: Character portraits [C+C]
« on: February 15, 2017, 11:16:01 pm »
So, i made a few more, trying to make them a bit more distinct. Looked up some reference, but still didn't make an extensive research... Which probably should be my next step.

I'm thinking the two bowler hat guys could be brothers, by the way. So it would be okay for them to be similar.


210
Pixel Art / Re: Help-a-noob: Character portraits [C+C]
« on: February 13, 2017, 09:44:02 am »
Thanks for the fb, guys.

@combine1201
I was considering that, yes. Will probably try to add a cigar or cigarette to one or more characters. Still gotta do a bunch more.

@rocifier
Thanks.
The second guy with the bowler hat was mainly a variation of the other one... I'll cut one of those out, but still haven't decided which one will get the axe.

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