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Messages - eishiya
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Pixel Art / Re: Hud :) First post. What do you think?
« on: August 20, 2016, 07:34:34 pm »
There is a lot of low-contrast detail overall that's not really readable even at the already-zoomed view you posted. It'd look tidier removed, or you can raise the contrast so that the detail is more visible, depending on your goals with the details.

The animation is appealing on its own, but would be distracting in-game. Keys, rings, and hears can all be animated in the world instead, where noticing them is most important. In the HUD, the motion should be minimal, or even absent.

Pixel Art / Re: [WIP]Office Art
« on: August 20, 2016, 07:22:09 pm »
I was referring to the tile colours, sorry for not being clearer. The shading contrast is fine, the specific colours are just boring because you don't seem to be hue-shifting the shadows. That said, tiles are flat, they probably shouldn't have shading on the edge of each tile.

I meant hue-shift everything towards a certain hue, to various degrees. It's common in pixel art to shift all the shadows and highlights more than the midtones, so that things can retain their colour identity, but the image feels more unified overall. This is part of why you often see palettes that have many different midtones but only a few bright and dark colours.

I think those saturated colours look nicer, but they're too contrasty. This isn't something you can fix with automated adjustments, you'll need to go in and tweak colours separately.
Even "B&W" tiles can work if you're careful with your colour choices. It's common for such tiles to be depicted so that the black is actually a light blue or grey. A good example of this is the opening scene of Who Framed Roger Rabbit, where the B&W kitchen tiles go from being B&W to being two very similar colours depending on the need of each particular shot. Of course, to make that work, other very dark colours in the background have to be light. Fortunately, this is actually beneficial since it makes the entire background low-contrast.

Pixel Art / Re: Hudvice
« on: August 20, 2016, 07:09:57 pm »
Are the numbers on the health bars necessary? I think they should be readable enough on their own.
If the numbers will always be very low (under 50, perhaps), you could also have the health bars made of segments that each represent 1 HP, and the bars would be longer with more HP.

I think I'd organize the UI a bit more like a fighting game:

Player's HP in the top left, enemy's HP in the top right. This could work with fixed-width bars and with bars that grow based on the HP, which would grow towards the center.
I'd keep the bar styles similar aside from colours, there's no need for them to be complex. The skull on your current enemy bar feels too grimdark for the rest of the game. Having the portraits there isn't necessary, but could serve as an additional disambiguator.

I think the energy bars should be sized in such a way that there is always enough room to have the ability icons lined up on them witohut having to have the staggering. If the HP is up top, you could have the energy bars either running down the sides (vertically), or down below like the energy bars in that fighting game example. If you have anything at the bottom like that, make sure the walking area is always higher than that, so that the bars don't overlap the action.
Also, I think the available abilities should either flash gently, or the unavailable abilities should be somehow faded out (e.g. monochrome) just for some extra clarity.

The prompt and options being in the middle is good and the controller button prompts are good, but I don't like how much the prompt recedes. I didn't even notice it at first. Is the book necessary? Maybe have something like a horizontal scroll that's the same or a similar colour as the options, with just the prompt on it, no other distracting elements. The whole thing could even be a single + shape instead of five separate elements, to avoid background elements cluttering it up in the gaps. I'd also change the font on the prompt to something more like the options, solid black and a little handwritten-looking.

Pixel Art / Re: Hudvice
« on: August 20, 2016, 12:41:10 pm »
Aw, you never made the water translucent even though multiple people suggested it D:

The major issue I have with the UI is that it has no border or backdrop to make it stand out from the background. The ability(?) indicators on the battery(?) also seem pointlessly far away from it, so it's not immediately clear that it's connected, and would be even harder while moving and watching other things happen on the screen.
I also have no idea what any of it means, but I suspect that's mostly because I haven't played the game.

Could you please explain what each piece of the HUD is meant to be and what you refer to them as so that I and others can be on the same page with regard to terminology and provide feedback that doesn't run counter to their purpose?
I am guessing the yellow bar is your health and the red skull-bar is the enemy's health?

I think you are underutilizing your upper corners and overcrowding the lower corners. The bottom is where a lot of the action happens, it's where enemies first show up, it's where your path is. Do not put HUD elements there.

The kana cards feel a bit off-theme. I think they're very legible, but they seem like they're from/for a different game with the rest. They're good though, so perhaps the rest of the UI could be drawn in that relatively simple style too?

Pixel Art / Re: [WIP]Office Art
« on: August 20, 2016, 12:24:40 pm »
The characters on the yellow tiles are difficult to make out. Avoid having so much contrast in overlappable backgrounds.

The colours also feel kind of dull and lifeless overall. That might fit the theme (offices rarely have any life in them), but it's also unpleasant to look at for prolonged amounts of time. Try using slightly more saturated colours, and try to hue-shift towards a specific hue to unify them a little bit, especially the colours that are meant to be darker versions of other colours.

Pixel Art / Re: [WIP] Table module
« on: August 17, 2016, 02:37:26 pm »
I like the first one best as well, but I think the textures could work well with some less-contrasted colours on them, and clearer separation between boards. I also think you can create the texture with just 2, maybe 3 colours, you don't need 4 (or 5?) like you have now.
I think I also find the first table more appealing because of the overall lighter colour of the flat part.

With cast shadows the table feels more solid and present, but the shadows in #3 look bad to me because they don't make sense. They look like oversized ambient occlusion shadows. Ambient occlusion should be much subtler than that, the dark outline around the legs is all you need for AO in that case, since the table is presumably standing on a flat surface rather than sinking in. The shadow from the flat part being so small also looks weird. It suggests a characterless diffuse light, but in that case, you'd probably be better off without a shadow, really push the diffuse look. If you are looking for a more defined light source:
- If it's a single light source, the shadow of the table should probably be about the same size as the table, or larger if the light source is close (e.g. a ceiling lamp). The shadow would also probably look better not being perfectly centered under the table.
- If there are multiple light sources, which would allow for the smaller, lighter shadow, then it shouldn't be a single rectangle, but rather a bunch of overlapping rectangle shapes.

Challenges & Activities / Re: List of colors [citation needed]
« on: August 01, 2016, 03:20:04 pm »
InkedSplat, you're missing the first colour (Baby Blue). The challenge requires that you use all 8 colours.

Pixel Art / Re: Pixel art for game
« on: July 30, 2016, 04:13:29 am »
The single-pixel-thick limbs attached to rather thick torsos look very strange to me, I don't think it's a good look. I'd either fatten them up some (the legs, at least), or make the torsos slimmer.

If you're going for a diorama look, maybe try working with a smaller scale? The locations feel rather empty because you're trying to make them to-scale with large sprites. If you use a smaller scale, you could make the settings tighter and have more detail-per-pixel without necessarily adding more clutter to the scenes.
That said, more clutter rarely hurts at any scale :] Check out real locations and real people's rooms (not stock photos) - things are always imperfect, and there are often various objects all over the place. Even tidy people often have more things in their space than you might think. The same goes for exteriors - things are rarely perfectly aligned, and there are lots of objects that we artists take for granted and often forget to include.

Pixel Art / Re: Spiky hair
« on: July 08, 2016, 02:01:48 pm »
The hair spikes shapes are looking good, the spikiness reads well! I'd work on redrawing one half so that it's not mirrored though. Perfect symmetry looks unnatural for hair.
The back view also seems lighter than all the others, you're using your darker shadows there much less. Work some of those shadows in there.

You have a decent sense of form, with the spikes at the back of his head being in shadow. Depending on the lighting you want, you could benefit from extending that shadow upwards a little.

The spikes on the forehead should probably cast a shadow. Just switching the highlights on the forehead to the skin shadow colour should do it.

The palette isn't unattractive, but there are two potential issues:
1. Real blonde hair, even dyed blonde hair, isn't yellow. If you're looking to make blonde, your colours are all wrong, and looking at reference should help you find the colours you want. If you are going for outright yellow hair instead of blonde hair, then you're on the right track.
2. The orange shadows might be a bit too saturated. I'd darken and slightly desaturate the shadow colour.

I don't think you need that lightest highlight colour. It doesn't read at 1x, and hair spikes aren't smooth enough to have distinct highlights like that, so highlights make them look plastic.

Here is an edit incorporating some of the above suggestions:

The version on the left has the highlights removed, shadow desaturated a little, and with a shadow cast on the forehead. The version on the right has slightly more realistic blonde hair, in case that's what you want. Real blonde hair isn't really yellow, it more tan-coloured.

Pixel Art / Re: [CC][WIP] 3D "Victory" Text
« on: June 30, 2016, 03:39:12 pm »
I think the reflection on this one looks quite faint. That's fine if the Victory one will also be faint. The reflection intensities should be about the same so that the two feel like they're from the same "reality."
Also, the lightest parts of the reflections feel a bit too light to me.

Another consistency issue compared to the Victory text: the lighter outlines on the letters looked thicker on the Victory text. The Victory outlines covered the whole letter, but here they don't. I think it could look very good with the outline continued all the way around, into the flame, especially if you reuse the flame colours. Perhaps you could leave the yellow-flame bits un-outlined.

The bottoms of the letters other than "D" feel a bit like they're at a different angle from the rest of the letter because they're made of longer vertical line segments than the rest of the letter. Something at subtle as removing the corner pixels or adding some AA could help them look better.

You've got nasty banding on the sides of the "board" again. Take a look at how I avoided banding in my edit for ideas. The key is to avoid lining up line segments.

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