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Messages - BadMoodTaylor
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1
Portfolios / Lou Bagel
« on: August 06, 2019, 09:11:37 am »


Lou Bagel
Pixel Artist & IndieDev
Chicago, IL

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2
Pixel Art / Re: Building Cross Section [CC]
« on: July 19, 2018, 07:48:43 pm »
Thanks for the comments.

I do need the spaces in between the ceilings—very important for the game.

For the ceilings do you mean the space between the floors or the off-white pixels going between?  I can make the spaces between the floors smaller, I was just keeping them to one tile size to make it easy.

Understandable on hard to tell the scale, does adding the people help you?

3
Pixel Art / Re: Building Cross Section [CC]
« on: July 19, 2018, 06:51:42 pm »
Update:


4
Pixel Art / Building Cross Section [CC]
« on: July 19, 2018, 04:53:32 pm »
Building cross section.  Looking for any feedback, except note that this is for tilemap for a game so that is why I don't think I can do the ceiling tiles in true 1 point perspective.



Planning on adding more to the building (elevator, stairs, more than 1 room a floor) but wanted to get the frame down.

5
Devlogs & Projects / Survive The Day
« on: February 24, 2018, 10:19:22 pm »
Whistle While You Work!



Working on adding more animations for Tom the Janitor lately.

Survive The Day is my game I've been working on for a while about surviving the office work-life, or workday.

I have gotten a ton of help from people giving me feedback and advice in the forums here.  Thank you so much to anyone who has commented in the past years.  It wouldn't be looking this good without your help!

6
Pixel Art / Re: [CC] Spheres
« on: October 11, 2017, 02:52:17 am »
With the spheres being too close together, I especially meant the small ones in the front. Spheres are volume of equal width, so they are as wide as they are tall so (unless of course these aren't really spheres and they intersect or come together) they should be as far apart as they are tall.

I understand what you are saying but it doesn't make sense for a 2D drawing—"as far apart as they are tall" in 3D but depends on perspective for 2D.

It's not that I disagree, just trying to figure out a better way to apply the principle than "eye-balling" it.  Right now, I see the two small spheres to the left of the front sphere may seem a little too close, but don't see issues with the rest.  Also, I don't know if it is placement (too close) that is causing that or the shading or that I made the small spheres all the same size (front should be bigger—copy pasted as didn't want to deal with the mess of non-integer re-scaling)

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I like the changes you made.  I wasn't big on the green but was just making the point of the contrast drawing attention.

Now the gold/orange seems a bit dull in comparison making the eyes and mouth seem a bit flat.  I cranked up the saturation and brightness farther than you will want as a demonstration:



Looking good though!

8
Pixel Art / Re: [CC] Spheres
« on: October 09, 2017, 04:50:52 pm »
Thanks Johasu!

This was from a learning to draw book and only was on day 3, so principles are a little ahead of me right now.  I understand them and will keep them in mind, but hard to implement all at once.

9
Pixel Art / Re: [C+C][WIP] Character Battle Sprites
« on: October 09, 2017, 04:44:44 pm »


My preference is to simplify more—to increase the pixel clumping and reduce as much noise—so tried to do that here.  I think his armor pops more here but I messed up some other areas.  So don't think mine is better but thought I would still share

10


Also the mouth/beak.  It feels like it is supposed to be protruding out a bit but the pinkish colors on the far side conflict with that idea.  If protruding out I would have the white on the far side to give that feeling and provide contrast. I also changed the color of the "black" on the beak to a color you have already used as I feel it is less harsh of a contrast.

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