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Messages - eishiya
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1221
Pixel Art / Re: [WIP] Janitor
« on: March 02, 2016, 05:39:25 am »
Most games use top-front lighting, not actual front lighting. Having the light source to the left or right can cause problems, but having it be above works in almost every environment. When the light source is above the character, it can create cast shadows that help define the form even if the light is otherwise in the centre, whereas front lighting flattens everything and kills the readability of the form.

Your two transitional skin colours are barely noticeable. It's fine to use more colours, just make sure they're distinct and actually contribute to the piece at the intended zoom level. You have similar problems with the colours on almost everything else, too (hair, clothing...). Put those colours to work!

1222
Pixel Art / Re: [WIP] Janitor
« on: March 02, 2016, 04:40:34 am »
I agree with the gradient comment.
There are too many colours for what you're trying to do, and the shadows are too smooth and soft. By being so soft, the shadows can't convey much meaningful information about the form of the object (the character, in this case).

Think about where your light is coming from, and place highlights and shadows according to that light source. The head is pillow-shaded (the shadows hug the "edge" of the head and don't convey the head's form), and the shadows on the torso don't make much sense, aside from the highlights on the shoulders.

1223
General Discussion / Re: Official Pixelation Skin!
« on: March 01, 2016, 04:51:19 pm »
That's curious. I would've imagined adding N generic website slots would be easier than adding N specific-website slots with icons. I haven't administrated Simple Machines though, so I wouldn't know. Hopefully a modification for it will come along.

1224
General Discussion / Re: Official Pixelation Skin!
« on: February 29, 2016, 09:25:58 pm »
Rather than adding dedicated Tumblr, Instagram, etc fields, how about just having more "website" slots? I'm sure that should be fairly easy to implement, at least compared to my other suggestion (textbox of network-username pairs). For IM programs, protocol-specific fields allow the forum to build specialised program-launching links, but for social networks like Facebook and Instagram where it'll just be linking to a webpage, there's no benefit in having a dedicated field, those can all be treated as regular websites. The one website slot that's there already lets you set a URL and a Title. For social networks, people could put the network name as the title (e.g. "Facebook").

The lone website slot made sense back when many people had a personal website and before social networks, but nowadays most people have a number of "websites" in the form of social network pages like dA, FB, etc.

1225
General Discussion / Re: Official Pixelation Skin!
« on: February 29, 2016, 05:48:34 am »
Even though I use AIM more regularly than any other communication platform, I still agree that the list of IM options is outdated to the point of uselessness.

It would be nice to have something more like a textbox where you can enter your stuff line-by-line, Network: Username, and to have the relevant links built based on what "Network" is, with unrecognized ones just left as plaintext. That way the forum could have support for more networks added (or old ones removed) over time without losing contact info. I doubt there's a premade plugin for that, though - plugin-makers seem obsessed with having dedicated fields for everything.

1226
General Discussion / Re: Filling a 16x16 tile randomly with 5 colors
« on: February 28, 2016, 09:41:21 pm »
Generate your noise in RGB mode, then set your image to Indexed mode with the palette size limited to whatever number of colours you want. That will reduce the colour count to that number. Then, you can customise the colours by changing the palette, or by going back to RGB mode and filling in the pixels with arbitrary colours with the Paint Bucket with 0 tolerance and Contiguous turned off.

1227
General Discussion / Re: Official Pixelation Skin!
« on: February 27, 2016, 06:23:53 pm »
I'm liking this new skin a lot, but I hate how blurry the post text is (which I see has already been mentioned). The colours are fine, the problem is just the font - it doesn't include a bitmap version (or is too new; I've heard Windows ignores embedded bitmaps for all but a few legacy fonts) and is not hinted well enough for it to render cleanly at this size.

Playing around in Firebug, I disabled the Titillium Web font and kept just the "Verdana, Arial, Helvetica, sans-serif" part of the CSS and the forum looks lovely and clear (I'd probably change the size to be a little smaller though).

Edit: It took me too long to see that to get to the other account settings you have to mouse-over the "Modify Profile" bit. Maybe put a little down arrow icon next to things that open menus on mouse-over? I've set it to use sidebars (I'm so glad that's an option!) because I just know that I'll forget again.

1228
Pixel Art / Re: [WIP] Spaceman
« on: December 25, 2015, 10:51:09 pm »
You've shaded the bottom 2/3 of the head as if it's a cylinder, but the outline suggests a more complex form than that - you have a mismatch.

1229
Pixel Art / Re: [CC] Lots of ARPG Landscape Stuff
« on: December 11, 2015, 05:32:31 pm »
The tile-blending explains the... odd appearance, then! Why not make transition tiles? Using cross-fading doesn't help you eliminate the blocky, obvious boundaries between different terrain tiles, so it's about as good as just putting tiles right next to each other with no blending, the only benefit is it's not quite as harsh. I think if your goal is to avoid a harsh blocky look, you should put in the time to make transition tiles that help break up the blockiness. If you're smart about it, you can make tiles that can serve as transitions between several different terrain types instead of making transitions for every terrain pair. Another alternative is to use two layers for the background: a base layer, and a transition layer made up of overlap tiles that create transitions by overlapping the tiles beneath them (with no blending effects, just strict transparency). Then you can have your vertical elements on top of that.

Your various vertical elements also appear to cast shadows in two different directions.

1230
Pixel Art / Re: [CC] Lots of ARPG Landscape Stuff
« on: November 30, 2015, 04:20:37 pm »
He looks like a golem because he's very green-tinted, he looks like he's about the same colour as the sand. Make his skin colour warmer. His head spinning in circles in the first gif didn't help him look human, either xP

Is he going to be naked in the final game? If not, then work on the clothing before you worry about the colours. The clothing will likely greatly change the readability, and you will likely need to change the skin colour again afterwards to look good with the clothing anyway.

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