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Messages - HughSpectrum
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241
Pixel Art / Re: Anatomy help... again
« on: June 16, 2008, 09:30:22 pm »
I'm not really experienced in anatomy, but maybe you could try putting yourself in the desired pose as a reference?

242
Pixel Art / Re: my little world ... [please C&C]
« on: June 10, 2008, 11:36:47 am »
Trees need to be closer to the background.  Your character is not standing in front of the tree, he's standing against it.  If those trees are meant to be background detail, then they need to be drawn towards the background just like your desaturated tree.  Trees that are on the same z axis as the player indicate to me that the tree is an impassable wall.

I would recommend recycling the kinds of trees you have now just so you can use them as platform elements, but add to the background you have.

243
Pixel Art / Re: New Sprite
« on: June 09, 2008, 06:08:59 am »
My edit:

I was assuming you wanted a deformed Stretch-Armstrong like character with Popeye-esque arms and extremely short legs.  If that wasn't what you were going for, then you at least know what you need to change, heh.

The biggest edit I did was made your character's arms more relaxed, because even if they were just a big elastic curve, they would probably be affected by gravity when he's not moving them.

Also, selout can be horrible if done wrong (most advise against it, period), and it's definitely done wrong in your sprites.  You should use a more solid outline.

244
Pixel Art / Re: [WIP] Crocodingus in Cube Island ?
« on: June 06, 2008, 05:05:46 am »
If you change the saturation of the blue background to around 150 or so (that's what I set it to, you can tweak the value), it won't 'glow' as much and it'll help with the "visibility" issue (not really a visibility issue so much the background standing out a lot).

245
General Discussion / Re: Official Off-Topic Thread
« on: May 31, 2008, 07:30:38 pm »
Where you mention the Morph planet uses "warm colors for foreground and cool colors for background", I notice they used green for an in-between.

246
Pixel Art / Re: Icon/Avatar
« on: May 27, 2008, 11:17:17 pm »
I personally prefer your original background design, with low contrast and an interesting design.  The stripes seem to kind of clash in style with your character's curvy design, while the swirls fit in more.

247
Pixel Art / Re: [WIP]Danger Dinosaur Danny et Werewolf Game Mockup
« on: May 20, 2008, 04:02:25 am »
Even with the darkened and desaturated background, I just can't UNSEE the fact that the tree tops are huge slabs of flatness after it was pointed, especially because the tree bases are so prominent in the picture.

That is me, though.  It may supposed to look like that.

248
Pixel Art / Re: my little world ... [please C&C]
« on: May 20, 2008, 03:18:05 am »
Even Kirby had unique features.  He grew 4x his size when he puffed in air, for one, and his ability to absorb enemy features helped (it changed his appearance in later games), and his design was originally just a placeholder sprite.

So yeah, even simple designs can have some definitive feature that makes them stand out.

249
Pixel Art / Re: my little world ... [please C&C]
« on: May 17, 2008, 09:51:57 pm »
Adam Atomic also right that the environment uses colors too close together and have straight ramps.  You could hue shift the shades gradually from the reddish brown into more yellowish browns in order to have a better connection to the green in the picture.  And a little more contrast is definitely welcome, because I found that contrast helps build shapes, while less contrasting objects tend to look more flat.  Try not to be extreme, though, since you don't want sprites to clash with the tiles.

You could also desaturate the solid background color to make foreground objects pop out even more.

And the worms have bad selout.  It's better that you keep outlines connected, especially for sprites as small as those.

250
Pixel Art / Re: [WIP] RPG Girl
« on: May 13, 2008, 07:42:18 pm »
There needs to be a happy medium.  Ar's edit looks like it would only look good on the GBA hardware (not emulated), and the old version is a little too saturated and contrasted.

I would go for a vibrant look, but within reason.

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