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Messages - eishiya
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11
Pixel Art / Re: (WIP) Check out this RPG Inventory
« on: May 04, 2020, 12:57:37 pm »
I meant you should move the boxes around, not that you should remove them (the boxes are helpful to show where items can be).

12
Pixel Art / Re: (WIP) Check out this RPG Inventory
« on: May 04, 2020, 11:53:36 am »
It looks better now I think. But maybe there aren't enough items in the inventory? What else can I improve?

As I suggested in your other thread, don't just keep the items in a grid, move them off the grid to fit the body shape, so that players can more easily associate the items with the body parts.

Also, are you sure you want separate pauldron items? Having too many equip slots get really confusing.

13
Pixel Art / Re: (WIP) Check out this RPG Inventory
« on: April 29, 2020, 03:54:59 pm »
I think it would be worth putting the work in to make a character visible in the equipment area. Even with labels, it doesn't read very well, and it would be a nightmare to fit text in if you ever decided to localise this game. Perhaps rather than a solid silhouette, a line drawing or even something more fully rendered could work? I think that could look nice if the inventory slots have a transparent background until they're filled. Perhaps rearranging that part of the screen could still help. For example, why are the rings below the legs rather than near the hands, why is the belt below the legs and now between the chest and legs? If you're going to go for a physical arrangement like this, I see no reason to keep the more accessory-like slots separate from the main slots.
Don't be afraid to arrange the equip slots in something other than a perfect grid, too!

The heavily patterned look you've got going on is interesting! Quite unusual, but still quite readable. I'd be interested to see what environments would look like in this style.
Unfortunately, although it fits the style, the menu text at the top is difficult to read because of all those little flourishes. If you want flourishes, I think bolder letters would be necessary to keep them from overwhelming the basic shapes of the letters.

14
General Discussion / Re: Geometry Dash style graphics (dev need help)
« on: April 28, 2020, 04:31:10 am »
TBH if I saw your "improved" image in an actual game, I'd assume the devs had no idea what they were doing re: compression. If you want to add subtle texture to otherwise boring flat areas, then add intentional, controlled texture using a texture overlay or a texture brush. In a game, you could even do it as an in-engine overlay on top of clean art for a more consistent look and to keep the assets compressing well.

15
General Discussion / Re: Geometry Dash style graphics (dev need help)
« on: April 26, 2020, 07:59:38 pm »
This isn't pixel art, it's just got a reduced palette, probably to reduce file size rather than for any specific artistic effect. The dithering looks like diffusion dithering, the default you get in most graphics editors.

From the uneven softness of some of the lines, it looks like this was first drawn larger, then scaled down. This is definitely automatic anti-aliasing with no manual polish. Effects like this and the cropping of sprites are easiest to do in raster, and I'm guessing this was done that way.

16
Pixel Art / Re: In Christ's Care[speed pixel](from reference)
« on: April 26, 2020, 10:35:38 am »
Noise is a pretty big no-no on PixelJoint, so that's definitely the place to start if you want it to get approved for their gallery.

17
Pixel Art / Re: Title Sceen WIP
« on: April 17, 2020, 12:58:22 am »
Treat your title screen as an opportunity to fill in the details that the game has to simplify away for the sake of simplicity and readability. What do you want to tell the player?

Think about the composition as well. With a larger canvas, you're not as limited as you were with the older version. Having a huge character like that comes across as the character has or will conquer this world, that the world is meant to feel insignificant compared to their (=the player's) skill. If, instead, you want to communicate the world being vast and something to explore, then it's good to have a much smaller character, perhaps even as small as the original sprite.

Edit: Minor nitpick about the gif you posted: It looks good, but the style of the lights is inconsistent. The light halo around the character has soft edges, but the environmental lights have hard edges. IMO the hard edges suit the art style better, I think the character would look better with similarly hard-edged lighting.

18
When posting images from an external host, make sure you use the URL of the image itself, not the webpage it's on. Then it'll work.

19
Pixel Art / Re: Title Sceen WIP
« on: April 14, 2020, 11:01:54 pm »
I like where you're going with the animations, but the animation happening on a different pixel grid to the "pixels" in the art looks strange, and makes the various tangents in the art more obvious.

On a similar note, mixing different pixel sizes like you are with the art and text doesn't look great IMHO.
Will the actual gameplay have the same resolution as this title screen? If not, I recommend making the two match. Then, chances are you'll have plenty of space for text and smooth animations without mixing scales.

That said, mixing scales is a taste thing, so if you really like the look of it, keep doing it.


I like the rocks you chose. Consider making some of the lines between them implied/broken, they don't all need to be solid. That might help the surface feel more cohesive while still looking rocky.

20
Pixel Art / Re: Shading opinion?
« on: April 11, 2020, 09:54:49 pm »
The new roof looks nice, but I think it should be bigger. Your upper floor seems just barely big enough to stand up in (don't forget that the floor between the upper and lower floors has thickness too!), and in addition to that, there's usually some space above the ceiling for wiring, ducts, etc, and/or a crawlspace or even a whole attic. When looking at reference images, don't only pay attention to the details, pay attention to bigger features like sizing/proportions and positioning.


Quote
"For an extra touch of realism, consider setting the doors and windows a little into the house rather than flush with the exterior wall, and perhaps raising the bottoms of the doors by a couple of pixels to show the threshold."

What did you mean by that? Because I couldn't understand this line.

Check out this image: https://forum.vectorworks.net/uploads/monthly_2017_05/535d00481de2bf4068cb0b3dd36ba0e6.jpeg.bfff00c79778a2b2f0003d0cd4b791c1.jpeg
See how the window is not flush with the wall, but sits set into the wall, and the near side of the wall covers up some of the window frame from this angle? Because the window is much thinner than the wall, it can't be flush with the wall on all sides. Typically, the window will sit aligned to the middle of the wall, which will make it appear set into the wall. Sometimes it'll be aligned flush with the wall or even stick beyond the wall (both of these designs create a larger windowsill inside), so what you've drawn is certainly plausible, but IMHO it makes the design look flat and less interesting.

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