Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - eishiya
Pages: 1 ... 112 113 [114] 115 116 ... 127

1131
Pixel Art / Re: [WIP]Office Art
« on: September 03, 2016, 11:38:36 pm »
There are tiles with and without spaces, some have spaces that are lighter in colour. So, whether you have visible spaces or not depends on the look you want. My main reason for recommending not having them is because they create unnecessary visual noise. If you keep the tiles flat (no shading) and don't have outlines, the characters and other foreground objects will stand out much better against them.

1132
Pixel Art / Re: [WIP]Office Art
« on: September 02, 2016, 05:04:34 pm »
I think having the outlines on the counters and cabinets works nicely with the style of the sprites. However, you don't need outlines on the floor tiles, in my opinion. I often use "are objects overlapping?" to determine whether to have lineart somewhere or not. When there is no overlap, outlines are often unneeded and needlessly distracting. Of course, style is even more important, but I think this method might work for you in this case.

1133
Devlogs & Projects / Re: Twelve Absent Men - Legal Drama Game - Pictures!
« on: September 01, 2016, 01:35:22 pm »
Those are a slightly better fit, but they still don't match the style of the characters as well as that intro does. The intro used lineart and had a variable level of detail and just looked drawn with some wonkiness here and there just like the characters. These new backgrounds seem to just be photo/3D tracings with the over-perfection and over-detail that comes with that.
Backgrounds need to convey just enough for it to be clear what's happening, and no more than that, so that they don't distract from the foreground. Use that to your advantage. Use the photos/3D as a guide, but draw them by hand, and don't try to get every detail perfect.

1134
Pixel Art / Re: Simple Windmill
« on: August 31, 2016, 02:21:01 pm »
questseeker is talking about the latticed frames of the spinny part of the windmill, not animation frames. An active mill with sails like that would have some sort of material stretched over those frames to allow them to catch wind (example). Yours just has the bare frames, and would not be able to catch much wind.

1135
Pixel Art / Re: [WIP][C&C] RPG Tile set
« on: August 26, 2016, 07:30:55 pm »
It'll take more than just moving the features around, bodies look quite different from above. Imagine if the character had horizontal stripes tattooed on her. They'd just look like horizontal lines from the front. How would those stripes look from above? They wouldn't look like horizontal lines, would they? Clothing, etc gets deformed the same way. This example uses trees, but it should help convey what I mean:

1136
General Discussion / Re: Graphics tablet for pixel art?
« on: August 26, 2016, 07:27:55 pm »
I use a tablet for sketching and blocking in colours, and I use a mouse for detail, so yes, you can do that.

1137
Pixel Art / Re: [WIP][C&C] RPG Tile set
« on: August 26, 2016, 12:08:40 am »
The perspective on the character doesn't match that of your tiles. The tiles have a from above-ish view going on (two different ones even), but the character is viewed from the front. If your overworld has the same tile style as the room you've shown, you should probably remake the sprite to be seen more from above.
Tiny chibi sprites can often get ahead with nonsense perspective just because they're so small and distorted to begin with, but with a large sprite like this, inconsistencies are really obvious.

1138
Pixel Art / Re: Hudvice
« on: August 22, 2016, 06:12:37 pm »
Do they have to be vials though? The vial look seems off-theme from everything else, but I don't have a very good idea of your theme. I thought it was kitchen stuff?

1139
Pixel Art / Re: Hudvice
« on: August 22, 2016, 04:13:32 pm »
I agree that the health and energy bars should be horizontal. That is what I had in mind when making my post, I am sorry for not stating it outright.

Also, the +-shaped options worked better since they corresponded to the positions of the buttons on the controller. With them all in a row instead, the player has to think consciously about the buttons.

1140
Pixel Art / Re: Female Characters
« on: August 21, 2016, 02:29:52 am »
Her waist and hips are still very low, and her breast/shoulder(?) sticks out a lot.
A general proportion guide I like to use is that the crotch is about halfway up between the floor and the top of the head, and the elbows are level with the waist.

Pages: 1 ... 112 113 [114] 115 116 ... 127