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Messages - eishiya
Pages: 1 ... 109 110 [111] 112 113 114

1101
Pixel Art / Re: NES Style Game Graphics
« on: November 26, 2015, 11:58:39 pm »
I think overall these colours are more interesting, but it's a bit hard to read compared to the old palette. The walkable and non-walkable areas aren't much different in their values.

Your moon is lit from above, which means the sun should be above the horizon (= daytime) xP

1102
Pixel Art / Re: Bricks
« on: November 26, 2015, 05:48:44 pm »
Your building is 1.5 bricks wide, that's how many bricks you have on the side. Is that intentional?

1103
Pixel Art / Re: Game GUI too sober
« on: November 25, 2015, 10:32:37 pm »
The golden frames look nice, but are too busy in combination with the items. How about having the golden frame around the item area, but not between the item slots?

1104
Pixel Art / Re: [CC] Lots of ARPG Landscape Stuff
« on: November 25, 2015, 06:30:41 pm »
I'm with coldmage. I think more subtle colours suit your style of detail more, you just need to tweak them a little.
Since you want more hue variation but fewer colours, maybe the "solution" is to be smart with your hue-shifting, which might lead to more reusable colours.

1105
Pixel Art / Re: Bricks
« on: November 25, 2015, 03:37:19 pm »
The highlights on your "bricks" suggest that they are noticeably rounded, which bricks are not (some stone buildings are made out of stones like that, but red bricks are almost universally shaped to have flat sides). The only highlights one might see on a brick are tiny details (inappropriate for most pixel art) and a highlight running along one of the sides if the mortar is very shallow (quite common to depict in pixel art, but not necessary).

Here's an image of a very textured (probably old), sunlit brick wall I found. Look at the highlights. Notice how none of them are like your rounded ones, even though these are weathered, rough bricks. All the highlights either run along an edge, or follow the entire face of the brick (where the brick is angled in a way that reflects the sun towards the camera).

Your bricks on the side of the building (presumably seen in profile) are too textured. It's okay to give them a "smooth" profile, you don't have room to give them a real broken silhouette because of the scale you're working with. If there's anywhere that you can indent, it's the mortar between the bricks. You can suggest the texture with appropriate placement of light and shadow (and, if possible in your constraints, AA).

Also, bricks don't just suddenly stop interlocking between walls. The walls should be interlocked! So, from profile, you'd see some bricks reaching to the end of the wall, and the butts of bricks from the other wall (the butts look identical to half-bricks). One of the strengths of brick is that they help create strong corners via this interlocking. Visual example.

1106
Pixel Art / Re: [C+C] Album Cover
« on: November 22, 2015, 11:28:11 pm »
I agree with your choice. The thing I wish you'd kept from the newest edit is the ground texture (but not the colours) around the fire.

1107
Pixel Art / Re: Equip slot icons. Advice?
« on: November 22, 2015, 11:26:57 pm »
I am having a hard time reading these icons even as-is, because the decorative bits (the box with the X and the frame) have the same line quality as the illustrative bits. I can't tell at all what the last one is meant to be. By method of elimination my guess is shield or foot (just one foot?).

The way metal filigree keeps detail like this is by giving certain things different patina, effectively giving certain parts a darker value. Another way it's done is by having more or less detail in some areas, which is another way of creating different values. You could do the same with yours.
Don't be afraid to leave some areas relatively flat for easier readability. You need just enough of the metal look for the thing to look metal, it doesn't all have to be faithfully metallic.

1108
Pixel Art / Re: Pogopuschel
« on: November 21, 2015, 09:38:33 pm »
All of your fur-locks are approximately the same size and shape. Add variation to them and it should help a lot. You should also add some variation to the widths and shapes of the colour bands, since fur has clumps, etc.

1109
Pixel Art / Re: [CC] Sky Chasers iOS game
« on: November 21, 2015, 06:30:05 pm »
I think Pusty was asking about why the spikes are wooden, rather than the more common metal or stone, not why there are spikes in the first place.

1110
Pixel Art / Re: Pogopuschel
« on: November 20, 2015, 03:24:38 pm »
The tree texture's looking great, but all the trees seem to be blending into each other. Try having one "main" tree that has all the detail, and having the rest of the trees with less detail (mostly, just do fewer/no highlights). Depending on what you wanr your light source to be, you could also set them apart by having one side of each trunk lit, and the rest in shadow.

Grass: Having some grass blades overlap the character and tree roots should help. That can make even a solid green look like grass. Then, maybe add a few highlights here and there, not too much, just enough for it to read as "the green is grass." The grass isn't the focus, so you don't need to make every single grass blade visible.

Fur: The fur right now looks more like it's melting. Don't worry so much about showing strands of fur! You don't need to shade and highlight a bunch of strands or locks of it to make it look like fur. Instead, break up your shadow boundaries with locks and hairs ("dither" with hair shapes). On the bottom edge of the creature, have some hair hanging off (remember that there's the ground there, so it would probably be lying on it). Just as with grass, you don't need to have every fur strand visible for it to read as fur.
Here's an edit showing two different fur lengths done with the method I described, short in the front, long in the back:

At first I did the two lengths just as a demonstration so you could see how it works in multiple situations, but then I remembered that most animals have shorter hair on their face (so it doesn't get in the way of their eyes, nose, and mouth), and longer hair elsewhere (for warmth/protection), so it worked out well xP
Your colours were a pleasure to work with! Definitely a step up from the brighter version.

The creature's mouth seems asymetrical. Based on where the teeth are, I think the back part needs to go in a little bit more.

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