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Messages - Digivoxel
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11
Pixel Art / Re: Frank the Priest of Thor
« on: December 30, 2015, 04:05:43 pm »
Also don't forget that when there is a glow effect, the character in the instance will be taking on the light source of the glow as well.

12
Pixel Art / Re: New Here
« on: December 30, 2015, 03:59:07 pm »
Wow! You've already made great improvements!  ;D It's great to see someone who is extremely eager to learn!  :y:

Since we're on to some learning, I wanted to talk about lighting and stepping in shades. First with Lighting, it appears there are two light sources. One from the front and one from above. (Image below diagram thingy) Now, this is all determined by location, and since I wasn't sure exactly what the setting was, I decided to go with an outside light source (the sun) Often a frontal light source would be like a cavern or cave with candles lighting the way, but then you wouldn't have the light source at the top, because there is no sun.


Removing the frontal lighting leaves us with this:

Now I'm 800% certain someone can do a better shading job than I did, but it's just a basic example of how the hair would be shaded and how the face would also attempt to take on some of the light from the light source.

The next thing to talk about is the shading and stepping. Usually, when something is hit with a light source, it takes on properties from the light. When a leaf is hit by the sunlight, it is more yellow*. If a leaf is hit with light from a fire, it is more orange or red. (Once again playing to the setting aspect of video gaming.)

I tired to do some basic stepping, staying away from being too drastic, but this is what I came up with:
It's a bit bright, too bright for a dungeon, but when you're out in the sun, that's probably the direction you should head towards.

13
Pixel Art / Re: [WIP] New Style: 2D[sup]2[/sup] (Two Dimension Squared)
« on: December 30, 2015, 03:35:58 pm »
Sorry, I didn't mean to offend you, but I also didn't see any other statements as flaming or bashing your work. From my understanding this is suppose to be a scepter, correct?

Why are there different layers on the handle, specifically in a cross-stitch pattern? Logically that doesn't help with gripping, and fingers would probably get caught in it. I understand what you're trying to achieve with this new style, you want to add more depth, but for items like these, they don't really make any sense, especially when they can be achieved less painstakingly by using regular pixel art. The way I can see this working better is in dungeon flooring or any tiling to show depth in a top-down RPG. (Higher ground takes less damage and does more, things like that.)

So I can see the practicality of it, but not in the way you are using it. (For Items/Characters/etc)

14
Pixel Art / Re: Waterfall motion
« on: December 30, 2015, 03:29:21 pm »
I don't know why but the round circles animating where the waterfall hits the bottom bother me especially
Ah, I see what you're saying. Instead of being reactionary, they seem more like they are coming off of a conveyor belt.

15
Pixel Art / Re: [C+C]Babomb Pixel Art
« on: December 30, 2015, 02:10:31 am »
Second version looks very much more Babomb like, and I have to say I actually like the colors a lot, but I also like the charm of the original version as well. It's a chubby baby, but it's charming and cute! If you could develop the original babomb into something else I think it would be great on it's own as well!

EDIT December 29th 2015, 9:46 PM EST
I did a quick edit of the original to show what I was talking about, and it was something I wanted to experiment. I haven't really done anything cute related so I thought it would be fun to do, and it totally was!
Sorry for the sloppiness! I'm on vacation and I'm stuck with a trackpad and Microsoft Paint!

16
Pixel Art / Re: [WIP] New Style: 2D[sup]2[/sup] (Two Dimension Squared)
« on: December 30, 2015, 01:30:28 am »
Well.....It's definitely....different

The depth between the layers are more confusing than anything, making the overall image extremely hard to read and understand what it is.

EDIT December 29th 2015, 8:32 PM EST

Ah! Now that it's scaled down it's a lot easier to see, it looks very detailed, but still equally as confusing.

17
Pixel Art / Re: [WIP] Game art
« on: December 30, 2015, 01:27:58 am »
I would also suggest some more love to the Farmer. Unless I'm misunderstanding this, but the farmer looks more like a background piece, not a part of the intractable game. I literally love everything I see so far, though there's something strange for the barn for me. Maybe it's just how much more complex the shading is compared to everything else. The trees, dirt, grass, mountains, everything tie in so well together, and the barn seems like it's a different game.

18
Pixel Art / Re: need help (game pics)
« on: December 30, 2015, 12:56:28 am »
Ah, I see now

One suggestion would to make sure that it fits 1920x1080(or any 16:9 resolution you're comfortable with) and then adjusting the screen view based on players. (3 players is always going to look silly, so you can't do much about that) so 4 players would all split up between the 1080p reso while 1 player would have that entire space, you know? :D I can't get exact sizes from the images, but I'm assuming that's what you were doing XD

19
Pixel Art / Re: [WIP] Knight Character
« on: December 29, 2015, 11:46:06 pm »
Quick Opinion: The older version helps the character stick out a lot more, makes it look a lot more video-gamey and has a nice aesthetic. The newer version blends with the character's face and hair a lot more.

20
Unpaid Work / Re: 16x16 Pikachu
« on: December 29, 2015, 04:08:46 pm »
Are you looking for a full body Pikachu or just a face? Are there any restrictions that you need for the pallet?

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