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Messages - Prism
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41
Hello! First post in the forum, I hope I'm not breaking any rules.

Phoenix849 brought this challenge to my attention, so I decided to take part in it by remaking Dracula's room. Here it is (without sprites and with sprites):



I tried to keep the overall idea of the original intact (coffin in the center, pillars by the sides) but I went a bit crazy. Here is the tileset.:



I managed to save 13 tiles, and if I sacrifice one of the floor brick tiles, I get one more :P

Also, thanks to Phoenix849's input, I also fixed some issues that had escaped me. So, kudos to him there.

EDIT: OK so I went back for those tiles. Turns out I saved three more. At this rate I'll end up saving enough tiles to rebuild the entire scene starting from the staircase ;D


Stellar! You got nicely creative with the room composition. Love the coffin in the center, the inclusion of the organ and angled windows, et cetera.

42
Pixel Art / Re: [WIP] Copperplate font
« on: April 05, 2016, 03:21:00 pm »
I'm aware some of the individual letters might be difficult to read because of the way it's stylised, but I'm not overly concerned about that since it's supposed to look handwritten.
I think your font is very readable.

What I am looking for feedback on is the smoothness of the letters. I've started on an AA'd version, but I'm worried that I'm overdoing it and loosing the pixel art feeling.

I don't think adding AA would lose the pixel art feeling, but I think your anti-aliasing is a bit too dark to be useful.  Here's an edit with lighter anti-aliasing using only one AA color:


Should I continue on the AA'd version, scrap it and stick with the non-AA'd version, or try to make a version that uses anti-aliasing more sparingly?
I think it depends on the style of the rest of your graphics.  It's hard to tell when we don't know the context.

The lightness of the AA creates some noticeable line breaks I think could be avoided.


(make sure to magnify this for detail)

Here're two ways you could approach AAing your font. The A on the left has value clusters based on line weight, and the A on the right is anti-aliased in a more "traditional" way based on pixel edge. I feel as if the traditional one loses some of that calligraphic line style, but that could just be my own human error...The ab on top uses a mixture of both methods.

Also, I mighta over AAed it  :ouch:

43
Pixel Art / Re: [WIP] Simon Character
« on: March 29, 2016, 10:01:54 pm »
Using stock images and resizing+indexing them is a questionable method to create art. Is it really yours at that point? Even if you just use it as a reference, you're still missing out on key places where you could stylize gesture and identity. None of the faces or bodies in this thread have identities, and your character's design changed dramatically the moment you used a lifeless stock photo as a base. The only consistent trait is the C# shirt, which makes me think this wasn't by intention.

Find ways to represent a face's likeness through lighting and shading - having dots as features in a style like this will only get you so far.

As for your original sprite, there are a few things I think you should keep in mind. You have a mixture of resolutions going on - his arms are in one resolution, and the shirt and everything else are of a larger one. You have his pockets constructed as if they were his back pockets; front pockets start on the side seam of the pants and curve upwards, to where a belt would be. 

44
I dig your color choices, Night. The dither half-tone gives the wall a texture of wallpaper, and it the tears (with the exposed brick) add a good amount of visual variance without using too many tile resources.

By the way, it appears like you added a panther statue to the scene? The panthers in the original screenshot are enemies, so it makes for an interesting interpretation.

45
For sure, it's appreciated. I still consider it a WIP for that reason! Trying a few completely different approaches to how the foliage is tiled would only help...Also, I maaaaay take a peek at the rest of stage 01's assets to see what could realistically need those remaining tiles, but using them to give more organic life to the stage is also resources well-spent.  :)

46
Here's my take.

TILE COUNT - ~70


Experimenting with NES limits is a real joy. I haven't tried anything NES for...years, really. So seeing what tricks I could use was refreshing. (seeing how negative space could be used as an advantage, technically and visually, turned to be useful)


Since Kasumi is the fucking bomb, he was kind enough to run my piece through his NES checker, and gave me pointers along the way to keep this thing within limits.
Having a little less than half of the tile space left over is also nice. The foliage could still use more cleanliness, variation, and form, so it may be worth revisiting to see how those extra tiles could be put to use.

47
Challenges & Activities / Re: Hexquisite Corpse III
« on: March 19, 2016, 09:25:10 pm »
This is lovely! Absolutely fantastic!
I spent so much time thinking about what was in each hex. Now that it's unveiled, I've been taken by surprise in just about every one.

The monster in T15/T23/T24 is great, and people used the palette in really creative ways (T89, T61, T12 and T33 come to mind)

Interestingly enough, there are some thematic coincidences like the solemn profile heads in T75 and T84. Crazy how that worked out, but stuff like that really ties all of this together.

The most fun part for me has to be finally seeing what people did with my tile borders, though.  :y: :y:

48
Challenges & Activities / Re: The Daily Sketch
« on: March 04, 2016, 09:19:16 pm »
@Wolfenoctis

Your pose drawings are of a consistent quality, the problem is that they're not advancing your skillset much. It comes down to what you feel the point of these daily studies are, but trying out different styles and body types could have the potential to help tremendously, as well as varying the kinds of faces you sketch.

SL113-166 was a refreshing example of what you're capable of. Do more things that flex your painting and form skills all-around.

49
Challenges & Activities / Re: Hexquisite Corpse III
« on: February 05, 2016, 12:13:51 am »
Taking T12  ;)

50
Pixel Art / Re: [C+C][WIP] Gintoki
« on: January 30, 2016, 10:00:16 pm »
Looking neat! I don't think the colors you chose are too excessive, even if there are a few your could merge or reuse.


There's still a few technique stuff you could improve upon. For instance, take a second look at the amount of jaggies in your lines and forms.

Here's a resource that'll probably help:
http://www.pixel.schlet.net/
CTRL+F for "banding"
The part on lines in the opening is also very relevant, as well as the bit on pixel clusters.

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