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Messages - eishiya
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231
Pixel Art / Re: WIP-First attempt at a shelf
« on: November 12, 2018, 12:15:25 am »
Because it's ambiguous, perhaps you should move the controller back 2-3 pixels, so that the front of the controller and the corner of the shelf don't blend together.

232
Pixel Art / Re: [WIP] Need guidance on Attack animation
« on: November 11, 2018, 09:09:43 pm »
The attack feels very low-energy, and the way the character draws their arm back looks painful. Have the body rotate into the wind-up (away from the viewer), and then rotate into the attack (toward the viewer; as it currently does). The motion will also feel more natural and energetic if the body leans back with the wind-up and forward with the attack.

These kinds of rotations and leans are easier to plan if you roughly block the figure in for each frame, instead of moving parts of a still sprite around. Moving parts around is good for after you already have a sketch and know which parts would be reusable and where.

233
Orthogonal tiles like this are typically square, which is why that size threw me off. If you've got a way to use tiles of this odd size though, go for it!

If you have other sprites, I recommend making a mockup for context. It's much easier to give feedback on tiles, sprites, etc in context. It's also easier to work on them and make sure they're cohesive if you work on them together, or at least regularly check them by placing them in a scene.

234
Pixel Art / Re: WIP-First attempt at a shelf
« on: November 11, 2018, 09:04:31 pm »
I think they look good!

The blue doll(?) feels a bit pasted on, it doesn't look like it's sitting. This is for a few reasons:
- It's almost touching the top of the shelf, "tangents" like that feel a little awkward. Maybe have it sit further back, and have the top of its head obscured by the top of the shelf?
- The legs don't appear to be bent, but we're also not seeing the bottoms of the feet.
- It's unclear whether the arms are hanging down or out, and whether they're bent or not.
- The shelf doesn't cast any sort of shadow on the doll, and the doll casts no shadow on the shelf.

Are we seeing the front of the NES controller there, or is that the front of the shelf?

235
Pixel Art / Re: Stairs in top down perspective
« on: November 11, 2018, 02:02:52 pm »
Lightening the steps towards the top would certainly help!

Unfortunately I can't think of any game that had rising southern steps. I vaguely recall one with descending ones ones, they were clearly shown to be in a hole and employed shading and perspective to show descent. They were also tiny, a single tile. Can't remember the game, but it's very far from what you're going for.

I think lighting and perspective are the way to go, but for that to look good, you'd need to have similar Zelda-esque perspective on the walls too, and that would probably be too cartoony ):

236
Pixel Art / Re: Road/Path ? [WIP / Help !]
« on: November 11, 2018, 01:57:27 pm »
At this scale, you probably won't see much texture on the road, so the lengthwise little 2-3px shadows probably aren't needed, they feel a bit noisy. You can still imply the texture of the road at its edges, and with the edges of colours, the way you're doing with the grass.

Try to keep the grass the same scale around the road as you have it elsewhere. So, don't shade it. If the grass blades aren't very visible, that's fine, because they still do their job of breaking up the silhouette.

You could also vary the road's colour in different areas, to show the different materials, such as near the top where it should probably be bluer. Your palette seems to allow for it.

If you want a more natural look, then consider taking the "perspective" into account, i.e. making the horizontal stretches narrower than the vertical ones. You could also make the road more winding in general, with more obstacles for it to get around, plus more minor width variations where the grass/snow/whatever just happen to creep in a little more.

237
Pixel Art / Re: Stairs in top down perspective
« on: November 10, 2018, 10:59:33 pm »
Stairs with their tops in the south are typically avoided in RPG view because they don't read well for gameplay. If you want to make them anyway, then we'd not see the vertical planes of any steps, we'd see the entire top step, and parts of the other steps.


Not very appealing xP

If some stylisation is acceptable, consider having the steps get narrower towards the bottom, for some fake perspective. This can help the top/bottom read more clearly.

These examples don't tile well, but hopefully they convey the general idea. Perspective like this tends to make the stairs a bit less modular.

238
Pixel Art / Re: Road/Path ? [WIP / Help !]
« on: November 10, 2018, 10:38:57 pm »
With the roads, think about what they're made of, and try to show that material. The surrounding grass, etc will probably overlap the road in many places. You can also give the road more "character" by making it wider and narrower in places, depending on the terrain and how much it's used in that area.

239
Pixel Art / Re: Ghost Pirates
« on: November 08, 2018, 06:57:22 pm »
The shadow(?) above the big one's belt creates a lot of banding because the line segments line up with the line segments that make up the belt outline. if it's meant to be shadow, perhaps make it a little larger? If it's meant to be anti-aliasing, then shorter segments would work. Either way, try to avoid having line segments line up like that, it creates "fat pixels" that make the art look blocky.

The hands and the foreground arm appear to be pillow-shaded. Don't shade around the outline, think about where the light would actually hit and where it wouldn't. On top of looking flat, pillow-shading tends to create banding too.

240
Pixel Art / Re: Need help with perspective
« on: November 07, 2018, 02:22:43 pm »
You're on the right track, but you should push the view even more. The shoulders can appear to emerge partway up the head, and we'd see more of the top of the head. Everything should be foreshortened, and elements that appear horizontal in side view (such as the bottom of the robe and the sleeves) should appear curved around the figure.

Here's an edit, but even this can be pushed more depending on the particular sort of look you want.

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