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Messages - eishiya
Pages: 1 ... 110 111 [112] 113 114 ... 127

1111
Pixel Art / Re: Boxy Pig-like character
« on: September 19, 2016, 11:54:39 pm »
I think the shake is actually really cool. Maybe give it some bigger wheels and/or a slower speed so the shake is slower?

1112
Pixel Art / Re: [C+C, WIP] Tileset, need your opinion and input
« on: September 19, 2016, 11:53:50 pm »
I think once you pixel the foliage on the tree it'll look fine. However, you may want to lower the middle of the tree's crown. As-is, it doesn't look like we've viewing it from above like the grass, it's a side-view.

1113
Pixel Art / Re: [C+C, WIP] Tileset, need your opinion and input
« on: September 19, 2016, 06:44:35 pm »
I think it's much more trunk-like now! The form is much clearer and it looks round, and you've even got a nice twist to it near the bottom. It would look even better with a bit more contrast between the three browns, and maybe some more hue-shifting.
It looks a bit noisy to me still, though. At this scale, the bark texture is essentially noise, so I think you might be better off not depicting it, and instead focusing on the larger shapes, like the twist of the trunk, burrs, etc. If you prefer the noisy look, then I think you should avoid having the single-pixel highlights right next to the darkest brown, as it reads more like sharply jutting features (thorns?) than just bark texture. That's a good technique for something like a cactus or a studded mace, but doesn't look quite right on this tree.
A visual illustration of what I mean by it looking like it juts out too much:

The bottom sketches represent the apparent size of the bump represented by the different levels of contrast.
The left and middle sketches represent a mild bump like what you'd expect to find in the texture of a tree trunk, the right/high-contrast bump doesn't feel as natural for a trunk texture.

Also, the roots don't seem to go into the ground, they appear to end abruptly. That is probably because of the shadow/outline on the tops. Try not having the very tips shaded, it should look more like they smoothly enter the ground.

1114
Pixel Art / Re: [C+C, WIP] Tileset, need your opinion and input
« on: September 19, 2016, 01:29:23 pm »
I think it would look better that way, yes. The way you're shading now, the sun is directly in front of the tree (behind the viewer), and slightly above. That doesn't happen very often, does it? Remember to think in 3D. Moreover, this flattens the tree, and even photographers avoid this light direction for that reason. The light coming a little from the side would make the trunk look more 3D. The sun is also usually brighter than that and casts sharper shadows, unless this is an overcast day.

1115
Pixel Art / Re: [C+C, WIP] Tileset, need your opinion and input
« on: September 19, 2016, 01:20:24 pm »
The shading around the edges makes it look pillow-shaded. Have you thought about your light source?

1116
Pixel Art / Re: [C+C, WIP] Tileset, need your opinion and input
« on: September 19, 2016, 12:44:02 pm »
It lacks form. You're drawing details and ignoring the overall round form of it. You have some shadows near the edge of the trunk but they're too small to be noticeable. The crown also doesn't appear to cast a shadow on the tree.

You're doing a lot of dithering, or at least some sort of single-pixel texturing/shading, and at this size, it just doesn't read well. Try working with larger areas instead. Texture should be secondary to the form, but right now, texture seems like the main thing you care about.

1117
Devlogs & Projects / Re: Twelve Absent Men - Legal Drama Game - Pictures!
« on: September 18, 2016, 12:49:17 pm »
They might have some readability issues, and they lack any sense of flavour, there's nothing that makes them really feel like a part of this game, they're generic enough to be in any game. There are most likely visuals other than red-orange-green bars you can use to communicate these gameplay ideas. In the legal system especially! They love their paperwork, stamps, frustrated stares, and foot-tapping bailiffs! Think about what these mechanics are meant to represent. For example, I assume in the witness-pressing minigames, it represents pressing the witness when they look weak/distracted. Why not make THAT the actual gameplay, having their expressions or body language change? Depending on how your portraits are rigged (if at all), this could be a very easy thing to implement. I think that would be much more interesting to play than some generic mini-games, even though at its core it's the same thing - tap the screen at a predictable correct moment.

The anger bar colours overwhelm the judge's head. I think having the bright colours is important on this kind of bar to communicate their meaning, so you'll probably need to play with frames and changing the amount of colour visible. It also looks a bit lazy to have the exact same head sprite without changing its expression. I think having some happier and angrier judge faces could lend the game a lot more character, as long as that's not too silly for the game.
Why not have his changing face be a HUD item that's always there? The face could change, and it could be in a frame that also serves as a round happiness bar that loses sections as the judge gets angrier, and the remaining sections could become redder. That could take up less space than the horizontal bar, while allowing more space for his expression and happiness status.

The white line while pressing witnesses may be difficult to see, especially for people who don't see very well. I think a larger slider that glows (or otherwise changes visually) slightly while it's in the green zone would be much better. That would be slightly more accessible because it would provide more visual cues to the player about when to tap. A slight sound would help even more.

The red outer circle is again difficult to see, especially for people without perfect vision. Bright red, especially on black, in general is a terrible idea for a GUI, because it hurts people's eyes. I recommend using a different colour. I'd also recommend a larger circle so that it's easier to see and tap. Even if the circle's hitbox is actually larger than the circle, players will seek to tap the middle of the circle and will feel frustrated aiming for it even if they never actually miss.

1118
Pixel Art / Re: [C+C, WIP] Tileset, need your opinion and input
« on: September 17, 2016, 06:04:24 pm »
This last one looks nice! I'd have some larger gaps in the leaves instead of just single-pixel gaps, so they look more intentional.
Your original trunk was very noisy and has no sense of form or light so I'd maybe keep its shape but not keep the colouring on it. Try to focus on the form from the start, before you add any detail.

Also, try hue-shifting your tree palette some more. The dark colours look good, but why not make the lighter colours warmer? It'll look more interesting that way. You could reuse your grass colours for some of them, and as long as the textures are different enough and as long as different colours dominate different objects, they won't blend into each other too much.

1119
The whole mast could probably be 2-4px thick and look fine. Just removing a couple of pixels from the current mast wouldn't help make it look reasonably-sized xP Look at some ref photos, like the ones Mystery Meat sent, pay attention to how thick (or rather, thin!) the masts are. They taper towards the top, and even at their thickest, they're only about as thick as a forearm. Those are all aluminium I think and with wood it would be a little different, but depending on the wood, it would probably either only a little bit thicker, or even thinner.

To make the box pop, I think you need to raise its edges. Or, if it's meant to be a small dip, then make the back wall longer so it looks like it's descending. I don't know which it's meant to be so here are lame edits for both:


While making those edits, I noticed you're using a lot of colours that aren't noticeable at 1x. You're just making more work for yourself by drawing things that can't be seen xP

1120
Pixel Art / Re: Fabric Practice
« on: September 17, 2016, 01:27:14 pm »
Instead of using other people's art as reference, try using the real thing as reference. Your biggest problems right now are that you don't have a sense for how fabric tends to work, so you need to look at fabric. Looking at other people's art is best for learning their techniques (e.g. how they AA, the kinds of lines they use, etc), not for learning how real life works.

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