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Messages - kilenc
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11
there probably won't be any super specific tutorials for pixelling anime style stuff, but ya never know. even if there are, i don't necessarily think you should worry about those. my intuition is that you don't have a lot of art background/experience, and I think that's probably what's pulling you down. many people want to dive right into pixel art, but i think that, like every other form of art, you need some general art experience first. Georges Seurat, whose pointillist style is essentially a painted form of the pixel, didn't just pick up a brush and paint La Grande Jatte--he went to a good art school, experimented with style, did a bunch of other traditional paintings, and then finally, after a ton of rough drafts, produced an iconic art piece.

instead of starting pixelling right away, take Seurat's steps: look at general art tutorials (for hair, robots, etc) that certainly exist, ie go to school; do some drawings of generic stuff from those tutorials, to get a feel for the practice; sketch your concept 5 to 10 times on a piece of paper to get a "feel" for it, or create "rough drafts"; finally, at that point, read some pixel tutorials (there are a bunch), and get started on your pixel art.

i don't know if your piece will go down in history like Seurat, but i do know that if you take the right steps, you'll be satisfied :)

(and if you do have art experience i apologize, but i think these steps still apply)

12
Devlogs & Projects / Re: [C+C] The Trapped Heart (7DRL 2016)
« on: March 15, 2016, 12:48:50 am »
I personally really like the style, and I think your sprites are very clean. as you said, there is some readibility issues, but I think it comes with the style. one thing I would suggest is trying white outlines--that might clear up some characters from others. (thought I know I'm a bit on the late side for this suggestion, I hope it goes well)

13
Pixel Art / Re: Base for a Planned Animation [C+C]
« on: March 13, 2016, 01:52:36 am »
a lot better, but i still think you have anatomy problems. i don't have time to make an edit, but i suggest looking at references for hands-on-hips poses (your girl lacks any obvious elbows, which make her arms seem really short), and for general proportions (your girl's legs are way too short, usually legs are around the size of the torso+head combined but from a glance you seem to have legs the length of torso only).

lachrymose's most recent edit seems to cover both these things pretty well, id look to that for inspiration

14
Pixel Art / Re: Base for a Planned Animation [C+C]
« on: March 10, 2016, 04:07:28 pm »
first things first, work on a more neutral background if possible, since due to colors influencing your perception of other colors such a bright green could influence the piece a lot more than you intend

otherwise, here are some thoughts:

i desaturated colors (you were working with 100% or 0% saturation a lot, which made colors very not friendly to the eye) and fixed some anatomy (my version is still very rough tho, i don't have a lot of time)

15
Pixel Art / Re: Platform game tiles
« on: March 09, 2016, 08:16:26 pm »
I think the brown you're using is too dark on those tiles, it draws our eye away from the main character. a lighter, more neutrally saturated brown would command less attention, i think

16
Pixel Art / Re: [c+c] simple rpg scene // houses + characters
« on: March 09, 2016, 05:13:24 am »
Thanks, I appreciate your enthusiasm and your gratitude  :)

since you were talking about removing the edge from your work, I made a quick image to show a good way to do this:



(click on the image to zoom in, and you'll see the technique)

I don't know your familiarity with pixel art, but this technique is called anti-aliasing: it's when you add "midway" pixels between two different colors in an image to smooth the sharp edges. for example, a black outline on a white background would stick out, but with some carefully placed gray pixels, you can trick the eye in to seeing something blurry and smooth (too many gray pixels, and it'll be too blurry).

there are a ton of tutorials out there--I encourage you to look em up :)

17
Pixel Art / Re: [c+c] simple rpg scene // houses + characters
« on: March 09, 2016, 04:15:39 am »
first off, i'm absolutely in love with your style; the flatness and shapes convey a very sweet tone. only a few suggestions:

you tried shading the deer, but I don't think you need to. if you want, shade all of them, but with much greater contrast between shades, and conveying the shape of the head more (the deer's shading is just a circle, doesn't show its shape). however, i really like the flat style, because I think it adds volumes to the design of the game.

some frames of your sprites have sloppy borders, especially the first frame of walking right cycle; some other borders, like the first cat's tail in the sideways frames, have sharp right angles, which contract from the otherwise smooth elegance of your characters.

animation wise, only two things stick out. first, your walking animations are very stylistic, and I think they'd work well. however, there's no head bob, so in practice they probably seem wierd (real people go up and down when walking) try adding a head bob on the frame you think the character is lowering her(?)self toward the ground. second, the deer's head doesn't ever turn right when walking right, while all the others do.

as for your screenshot, the house really sticks out because, unlike the rest of your sprites, it lacks a border, has shading, and used saturated colors. all these things detract from the cartoony, sincere style of your characters. the house is also out of perspective (so is the bush): we see part of the roof (like a birds-eye view), but we don't see part of the top of the head of the characters (it's a flat view). choosing a perspective to stick with would give a huge visual unity boost to the game.

all the critiques aside, I love the expressiveness of your characters. the fox, especially, conveyed a wonderful sense of the character through its eyes. I hope to see more!

18
Pixel Art / Re: RMXP Stone Autotile Critique
« on: March 08, 2016, 03:14:37 pm »
it's hard to tell how your tiles look with all the default tiles "clogging" the screen

but my first notion is that the tiles you made are very monotonous, or in other words they are all very similar. try adding some variation to your tiles, like two or three copies of each tile, to break everything up and have everything look more natural.

for example, look at this stock image of a brick wall:



it has varied shapes and colors; some bricks are cracked and faded; some bricks are more inset than other bricks. variation is what makes it look realistic.

take a look at the default tiles gamemaker, provided, even. there are cracks in the walls, crack tiles on the floor. these are all tiles, too, but they're not the default, generic tiles. instead, these tiles are used to give personality to the setting.

another lesson you can learn from gamemaker's default tiles is their use of hue. the tiles are very saturated (more grey), just like yours. but the default tiles also add a green-ish hue to the wall, which gives it character. grey walls are boring, because they tell us nothing about the building or environment, except maybe that it's boring, too. green walls tell me that the environment is in nature, or that the environment is plagued, or that the environment is on the sea in some way.

the fact is: color speaks volume. imagine if i painted a dog in a bright red and then in a dull brown. a bright red dog would be angry, menacing. a dull brown dog would be subservient and loyal. the same should go for your walls. what are they? where are they? why are they there? this should influence the design of your walls, and also, what little bits like cracks you add to them, too.

both color and detail in mind, i made a quick, rough wall, which should serve to illustrate my points. it's not tile-based, because i'm short on time, but it should show what i meant well enough.



i wish i had a bit more time to make a better edit, but i'm not a great tile-r myself, so id need a while. nevertheless, think about variation and hue to your tiles to give them more interest in the viewer's eye.

19
Pixel Art / Re: My pixel arts
« on: March 04, 2016, 07:21:35 pm »
here's a few things I notice in a quick glance:

1) different pixel sizes on your 3rd image. different pixel sizes makes a work look sloppy and unfinished
2) no shading on the 2nd and 4th image, or at least nothing noticeable; makes them look flat and unpolished; try finding a light source and applying shading from there, there should be some good tutorials on here
3) line work is pretty sloppy on 2nd and 4th image, a lot of pixel noise which makes it unreadable -- trying sticking to single-pixel wide lines if you can, and continue from there
4) the first one has some really good shading, but its hard to see some of the detail due to its size--maybe choose some more obvious forms?

don't take any of this as law, btw, this is a really quick look

20
Pixel Art / Re: What to do with this alien concept?
« on: March 02, 2016, 03:08:53 pm »
its better, but you missed a few really crucial things I did: shading on the head to give it depth (very important, head looks flat), and cleaning up his chest and giving it visual clarity (it doesn't read well right now, hard to tell if it's a glowy thing or a design)

as for your beast :
  • line work on the top of the head still had right angles, look wierd / unintentional; i also rounded out the back of the head to give it a more organic feel
  • the shading had a lot of banding (pixels "lining up" to create blocks, which makes the sprite look not organic) so I added depth to the shading on the head to fix it and tweaked the pixel placement on the legs to fix those
  • desaturated the brightest blue (it was at full saturation, which was too bright for the rest of the piece, imo)
  • brightened the legs to bring them in line with the rest of the piece--they seemed like a separate element since they were completely darker, and shared very little color with the head. i dont know if that was your intention but in my eyes at least it make it seem strange, especially since the bright highlights made it look slimy like a squid, not a spirit
  • fixed the line work on the tentacles following the brightening up, a lot of the lines were sharp (diagonal single pixels or straight lines). try using "transitional lines" insted of sharper ones (so, instead of a border that goes "5-1-1" have one that goes "5-3-2-1", it'll look smoother)
  • maded the rightmost tentacle less thick to match the other two
  • i wanted to change the middle tentacle, but im not sure what your intention was -- where is it attached? to his body, and pointing up? (that's how i interpreted it, at least, and changed it accordingly) or to his head, and rounded at the bottom? it's hard to read because the shading doesn't tell us

all of this in mind, here's my edit:

yours on the left, wierd tentacle in the middle, my idea of the tentacle on the left

feel free to use in your game to whatever degree you want to. hopefully, my thought process will give you a bit of insight to take your art up a notch. good luck

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