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Messages - SteamCaptain
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11
Can I ask why you chose 12x12 instead of the more common 16x16?
Making it too small can also make your work harder, trying to make sure the player understand each sprite.

If you want to keet the 12x12 and make each character more recognizable, i would suggest working on there silhouettes.

Giving each character a different pose, helps figuring out who is who.

Getting rid off the outlines is also a good way to make the most out use of your small sprites. Like some of the old NES games did.

12
Pixel Art Feature Chest / Re: [WIP]Blanket Octopus girl
« on: August 15, 2014, 09:12:11 pm »
Awesome, that on a hole 'nother level.
You gave it much more life. The pose gives it personality and it tells a bit of story.

Great progress, cheers mate!

13
Pixel Art / Re: Requiring all feedback please!
« on: August 15, 2014, 04:14:41 pm »
You can't just demand edits you need to inspire people to make them.
If you show them you want to learn, the'll give edits in return.



Don't use to many colors, try to use interesting shapes, and all of the above advice ;)
Now it's your turn!

14
Pixel Art / Re: [c&c]sometimes I make pixel art but I just draw
« on: August 15, 2014, 03:55:15 pm »
You should try to add some more color, to make certain parts pop. Your character also seems a little small around the waist.
You could try moving the arms around to create a better silhouette.
A friend and I thought it would be awesome if he was a snake-charmer that could charm his own scarf in any given shape:



Hope this inspires you to create more pixel art, have fun!

15
Pixel Art Feature Chest / Re: [WIP]Blanket Octopus girl
« on: August 15, 2014, 03:13:07 pm »
Hey there,

Not to be rude, but I think your pose is not very interesting. I feel that in (pixel)art you need to push yourself to create compelling scenes and characters.
I know you're just starting out, but try to make your image more interesting by playing with the perspective and add a sense of motion.
The poses from pose-maniacs are great for practicing anatomy, but are, in my opinion, to stiff for these kind of imagery.
I like the design and the palette, so I used that as a base to create this:



I tried to make the scene more dynamic by making her swim towards the camera.
(The eye between the tentacles doesn't really make sense, but was to cool to leave out.)
It might stray a bit far from your original art, but it's meant as an example of what you can do with a single subject.

Looking forward to see where you take your image.
Cheers!

16
Pixel Art / Re: [WIP] Help With Character Design
« on: August 15, 2014, 01:24:43 pm »
I think you could push the design much further and give it much more personality.
If your going for 64x64 then you shoul consider adding more details, if your going for a x2 zoom look, remove some details.



and try to keep the color count low and look out for multi-resolution pixels

17
Pixel Art / Re: My pixel adventure
« on: August 11, 2014, 06:25:32 pm »
Looks promising, keep it going.  :y:
Your shape are fine, but I think you could go with some bolder use of lighting.
I feel that not everything needs outlines try experimenting with just using shading.


rough edit.

Hope this helps.

18
Pixel Art / Re: Colors and Animation types. [WIP]
« on: August 10, 2014, 08:23:37 pm »
Hey there, off to a good start. But there are a few ways to improve your soldier:



It looks like your making a top-down sprite, so I changed the perspective a bit and then added some extra shades.
You can use shading to make your sprite feel less flat and more three-dimensional.

Then I added and removed some additional details to make the sprite more readible.
I prefer to not use to many black lines within a sprite to allow for more details.

I googled some forest soldiers and foud some more brownish greens, so i tried some of those in the last version.

Hope this helps.

19
Pixel Art Feature Chest / Re: GBjam: circular staircase in platformer?
« on: August 06, 2014, 02:44:19 pm »
I couldn't pass this one up, so much retro awesomeness.
The angles of the stairs look a little steep, I would go for a more curved version like this:



with the steps slowing down at the edge for a more 3d effect.
needs some cleanup though

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