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Messages - eishiya
Pages: 1 ... 111 112 [113] 114 115 ... 127

1121
Pixel Art / Re: [C+C] A peach expression I really liked from Paper Mario.
« on: September 17, 2016, 01:19:17 pm »
I think you missed some of the nuance in her mouth. It's difficult to see in the screenshut but she seems to be making a :T face rather than a :| face.

1122
Pixel Art / Re: [Platformer] How to get better?
« on: September 17, 2016, 02:12:06 am »
KB90: That's a definite improvement!
I think BadMoodTaylor's suggestion to vary the bricks is a nice one and their suggestion to experiment with colours and values is also good, though the rest of their edit makes the background overwhelm the foreground.

1123
Pixel Art / Re: [C+C, WIP] Tileset, need your opinion and input
« on: September 16, 2016, 10:37:59 pm »
The tree feels very much like a symbol for a tree rather than a tree. That could look good in a game world built entirely of such symbolic representations, but compared to the more rendered grass and dirt, it just looks like a green blob on a brown stick.

Try to get away from such simple symmetric shapes like cylinders (trunk) and speres (crown), and use more complex shapes with gaps, asymmetry, bits jutting out, etc. It's easiest to just doodle some shapes instead of trying to think hard about it. Do a bunch of sketches, something like this:

(These are more side-view-esque, RPG view would look a bit different, but you get the idea.)

1124
Pixel Art / Re: [C+C, WIP] Tileset, need your opinion and input
« on: September 16, 2016, 02:23:57 pm »
I liked the flat look before. More detailed dirt than that is quite difficult xP Think about the type of dirt you're going for, look at ref, and then simplify from there. If you go into it without a clear idea of what you're depicting, you'll likely end up wasting a lot of time pixelling tiles that don't look like anything.

1125
Pixel Art / Re: [Platformer] How to get better?
« on: September 16, 2016, 01:59:45 pm »
I'd also like to see a mock-up with an actual level layout.
I think the most important thing right now is to make the platforms stand out and be immediately visible as something a player can jump/stand on. After that, you can worry about prettying up the background and conveying a sense of place with the art. The grass is a good start since it's bright and visible, but it's on only one platform.

1126
Alternatively, if the scrap metal aesthetic isn't your goal, it could be made of plants that grow in/near the desert, e.g. bundles of reeds, bush wicker-like weaving, etc.

The leg box looks looks like it's just a flat drawing on the surface, it doesn't seem to rise up or dip down at all. Which is it meant to do?

The sail could be a reasonable size, depending on the wind that desert gets and its shape. The main issue I see with it is how thick the mast is! That mast looks heavier than the rest of the craft and rider put together, it'd topple over, and it's too heavy for that sail to move it. Use a thinner mast. A sail that small doesn't need such a thick mast. The thinner the mast, the more wind the sail can catch, and the less weight it has to pull. Where would desert people get such a thick, straight wood chunk anyway? More likely, they'd have a mast made out of some scrap PVC or aluminium, or, if you're going for the natural look, the trunk of a small tree, the middle part of a palm leaf or woven from reed or something similar.

Also, have you considered not using a fabric sail? What about something like this? If you're going for local materials rather than scrap, then why not go all the way?

1127
Pixel Art / Re: [C+C, WIP] Tileset, need your opinion and input
« on: September 14, 2016, 01:05:27 pm »
I think once you also change the remaining transitions it'll look better. Right now most of your tiles still have a very straight transition. You're also under-utilizing your corners - arrange your tiles in more exotic, staggered shapes instead of rectangles and straight lines, which require more use of your corner tiles. Corner tiles are very important to being able to build interesting shapes, and you haven't given them better shapes yet.

Try making some mock-ups with just solid colours (green and brown) to play with the shapes, do you don't spend time pixelling detail in a tile that might not work well.

1128
Pixel Art / Re: [C+C, WIP] Tileset, need your opinion and input
« on: September 12, 2016, 07:05:40 pm »
I prefer the cooler dirt colour myself, but I think it depends a lot on the feel you're going for. Colours are pretty easy to adjust later though, when you have more assets and can judge the colours in context.

I think removing the huge clumps of grass works! However, there is still noticeable repetition just because you're using identical grass clumps on different tiles, an issue I pointed out in my last post. You could probably "get away" with having some larger clumps on your tiles, as long as those clumps are only found on one tile each.
When making things like transition tiles, I recommend starting with solid colours instead of chunks of the other tiles, so that you're not tempted to use existing details and have to make new ones. It's not that hard to make the it all tile with each other with this level of detail.

1129
Pixel Art / Re: [C+C, WIP] Tileset, need your opinion and input
« on: September 11, 2016, 07:49:53 pm »
If you're going for more naturalistic transitions instead of a blocky, clearly-tiled look, you shouldn't use such straight transitions. Have bits going in and out, and don't be afraid to let things go all the way to the opposite edge sometimes. If you just have a straight line boundary in your transition tiles, that's only slightly better than not using transition tiles at all.

Also, try not to repeat parts of the other tiles in your transition tiles, as that only undoes the purpose of using multiple tiles. Take the time to make new grass/dirt bits that tile with the others. It's not that much more work, but it looks way better than repeating elements.

Here is a pixel-over where I only changed your side transition tiles, to give you an idea of what you can do:

It's two tiles total (plus horizontally flipped versions), same as yours.

If you're clever about the exact shapes and transitions between the tiles, you could even avoid having dedicated corner tiles and instead have "side" tiles that can be used for corners too. Making multipurpose tiles like that can make it easier to make varied, natural-looking maps with the same number of tiles, or even fewer tiles. Here is a somewhat extreme example using 16 8x8 tiles (zoomed in and with a grid on the example usage), where almost every transition tile can be used as a corner or side, and a few can even be used for both horizontal and vertical transitions or as "islands". With 32x32 and with transitions between more distinctly coloured terrains it'll be much harder to achieve that degree of flexibility, but you can still make something much more flexible than what you have now.

1130
Pixel Art / Re: i need help with my tree
« on: September 05, 2016, 11:25:17 am »
Any plans for a pixel-based animation of it?
This looks nice, but feels "automated" since it's entire chunks of pixels being dragged around the image, and pixels are getting distorted. The leaves themselves aren't actually moving or turning. The range and type of motion feels very nice though, so this could be a good start to refine from.

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