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Messages - HughSpectrum
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Pixel Art / Re: NES Ninja Platformer
« on: January 07, 2009, 06:32:10 am »
Hmm...  Looking at it, I think the best advice I can give for your scenery is to not use so much black for the rocks.  That would work in a dark scene (like a lot of NES games tend to have), but I think something more conservative use of black like this would work better for such a daytime scene.

Pixel Art / Re: Toad's abode
« on: October 24, 2008, 08:20:54 am »
This is very nice, though to make it look more like a mushroom, you should shade the bottom side of the cap as a flat red, so that volume is conveyed much better, then draw some curved black lines (not too many or it'll look cuttered) that follow the shape of the cap, because mushrooms tend to have little flaps under the cap.

General Discussion / Re: THE MUSCLE BABY THREAD
« on: October 24, 2008, 05:18:14 am »
Kittenmaster this thread is about understanding a phenomenon, not giving critique. People can start any thread in the critique section to get what this place is primarily here for.
Oh, I meant about a lot of the muscle baby threads that have already been made, showing off their RPG sprite base but never really show any clothing that would eventually be attached.  I didn't mean anything negative towards this thread in specific.

General Discussion / Re: THE MUSCLE BABY THREAD
« on: October 24, 2008, 02:33:46 am »
I believe it has to do with what a lot of free sprite based MMOs do, Maple Story being the most popular, and are trying to be what is most appealing for their audience or what they like the most.

Personally, I'm more interested in the clothes and armor they make for these things.  I'm sure this forum could give interesting critique for those than yet ANOTHER musclebaby.

Pixel Art / Re: Platforman Game Mockup
« on: September 27, 2008, 02:18:35 am »
Even though you faded the background objects, I think the sheer messiness and saturation of that brightest shade of the tree top detail is causing the trees in the background to pop out just as much, if not more than the tree in the background.

It also looks like you're trying to follow the suggestion where you put objects on the inside of the ground, but I think PyroBros' post was more about making your ground edges have more interesting curves to it, which I would do first.

Pixel Art / Re: Plotting Revenge
« on: September 17, 2008, 04:47:39 am »
This piece gives me a bit of a Native American vibe, which is why the red seems to be working because Native Americans are known for having colorful details in their clothing.

Pixel Art / Re: Desert Tile
« on: July 13, 2008, 05:02:54 am »
I usually don't critique much, but I think something that stands out to me is that the edges placed against the water tiles do not appear to be actually going *into* the water, so it looks like you have a plate of land on top of the water, and it looks even stranger when you look over at other tiles the grass is on top, like the snow or swamp, so it doesn't have a sense of a thick land mass.

General Discussion / Re: Best graphics in a NES game
« on: June 22, 2008, 02:01:50 am »
And little samson looks indeed very good.
I just looked at screenshots for this.  While the pixel art is indeed incredible, a lot of the background stands out as much as the foreground does and affects the readability.

General Discussion / Re: Best graphics in a NES game
« on: June 20, 2008, 03:02:30 pm »
There's also Batman: Return of the Joker that was also made by Sunsoft and is pretty much a spiritual sequel to the Batman NES game.

Vice: Project Doom is another decent looking game.

Pixel Art / Re: my little world ... [please C&C]
« on: June 17, 2008, 09:10:58 am »
The outline on the rock formation is a bit...  Hard, especially compared to the trees.  It has enough contrast on its own to separate from the background, so it should be okay to outline with some of the shades.

The grass on the ground and on the rock formation could probably use a bit more contrast as well to define its shape a bit better.

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