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Messages - eishiya
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1241
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.

1242
Pixel Art / Re: Army Man Animation
« on: November 19, 2015, 02:35:29 pm »
The foot movement looks like an attempt at the character getting better footing for the action of shooting, and then moving back into a neutral standing position to reload. The reason it looks weird is people will tend to stay anchored on the "back" foot, and move the front foot, the opposite of what's happening in this animation. In my opinion, it might be best to keep both the character's feet planted, since people don't lean back to reload if they're planning to shoot more.

1243
Specific things like this are rarely explained because understanding the broader topic of drawing characters in perspective is all you need, and there are many resources on that. Loomis's Figure Drawing book has a fairly simple, but detailed explanation of how it works, in addition to a lot of other useful things.

Teaching and learning specific topics where broader ones would do will just set an artist back and waste their time in the long run. When learning anything, don't think "this is what I need now, so this is all I will learn", think for the longer term.

1244
How resource-intensive is the shadow-skewing (real-time and on-load pre-skewing)? If you're going to give options anyway, maybe have that one instead of the generic shadows, for people whose computers can handle it, and who are as terribly put off by the vertical shadows as me and the previous commenter are xP It's better to have options between "meh, but fast" and "awesome, but compiter-melting" than between "boring" and "meh" xP Since you fixed a lot of other stuff since starting this thread, the shadows have become the thing holding it back the most, in my opinion - the one stiff, ugly thing in a screen full of cool.

1245
I think if you tweak the position where the bow is anchored, it'll look more like it's being held in the hand. Even if it's just rotating in a smaller arc around the character's chest, that'll be better than having it so far away from their hands.
Another, probably better, possibility is to also have an arm fixed to the weapon, pivoted on the shoulder. Different arm sprites can be swapped in depending on the character.

1246
Is he holding the bow with his mind?

1247
Giving an option seems good! And yeah, I can imagine that slicing up the shadow with so many objects on screen would be a nightmare. There might be ways to optimize it (for example, pre-calculate every shadow frame at startup, store them in RAM along with the sprites and just blit them as needed without calculating them every time), but you probably have more important things to focus on.
Third alternative: bad weather. Add some dramatic rain and dimmed colours, and there, a perfect excuse to not have any shadows ;D

Further on the subject of shadows: your shadows stack, which looks weird. By that, I mean if something casts a shadow while standing in a shadow, the part where the shadows overlap is darker. Shadows don't stack unless they're shadows from different light sources, which is why it looks weird.
This should be fairly easy to fix: when calculating and drawing your shadows, render them as a solid colour onto a separate layer instead of rendering them right onto the game screen. That way, when they overlap, it won't make them darker. Then, once you've drawn them all on that layer, draw that whole shadow layer at the appropriate opacity and blending mode. Depending on how rendering is done in your game, it might even help boost performance since the shadows only get blitted onto the screen once, all the other drawing happens off-screen, as pure math.

1248
Everything looks better! I still feel that cool greys feel a bit too clean for farmer/redneck types though xP

Would it not be possible to skew the shadows by offsetting each pixel row slightly (by 1px for 45 degree shadows, offset every other row by 1px for 26 degree shadows, etc)? If you keep the angle low (e.g. add 1 pixel of offset for every 3 rows, instead of every row), the shadows would still look pretty good, I think. It wouldn't look any worse zoomed in than anything else does, as long as the angle is kept low enough that features aren't distorted into unrecognizability.

In my opinion, if you can't do skewed shadows to your satisfaction, it might be better to not have shadows at all, and instead have some simple small shadows as part of each object.

1249
Pixel Art / Re: [WIP] Polishing things
« on: November 18, 2015, 04:39:41 pm »
Thanks for the feedback and the photos! I have plenty of boreal forest photos of my own, as well. The sketch isn't a mockup, it was me working out the scale and colours, and trying to get an idea of how many layers I'll need to get enough trees in the background xP I have been using colours from it as background colours to work on, but not putting my trees in because it's too much of a mess to be of real value. Once I have some more assets drawn, I can put together a "proper" mockup to serve as context for future assets.
The terrain will definitely be more varied and defined, there will be mossy rocks, bilberry shrubs everywhere, dead trees, slopes, tree roots just begging to be tripped on, etc, as much as I can figure out how to do in-engine. Ground cover in particular is something I went out and got a lot of ref of, because that's always missing in other people's photos, no one stops to photograph the ground they're standing on, everybody's always looking forward and up (quite the opposite of how people act in vidyas xP).

1250
Pixel Art / Re: Player hud for space-ish game
« on: November 18, 2015, 03:58:04 pm »
The reason I don't use Flux at all is because I'm afraid it'll mess with my ability to work with colour and I don't want to have to turn it off every time I do anything xP

The text is definitely more readable now! I think a simpler O (without the corners filled, or with ALL corners filled) might be more readable, at the expense of stlishness, but I'm not sure.
I like the new HP bar. I feel like it might look better with the highlight only being 1px instead of 2, it looks rather pale as-is.
The exp bar (yellow?) works better with the diagonal stripes since precision isn't very important there. I don't think you need the dark brown in there though, it blends into the background. Or is it just there to serve as the boundaries for the empty version?
I think with the green bar being concave and with two segment sizes, you have too many textures going on in the HUD as a whole. It's good to rely on more than just colour and position to set things apart, but it's starting to look a bit noisy. I think the old, convex, simple segments worked better. Since the segments are wider than the ones in the HP bar, it would still have a distinct texture and thus be readable, without overcomplicating things.

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