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Messages - Marscaleb
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11
Pixel Art / Re: [WIP] Forest scene
« on: January 28, 2019, 07:14:35 pm »
Update!





I tweaked the color for the tree bark to help it stand out against the dirt.
Making the canopy has been a huge challenge; I had to try several different methods before I got to one that felt passable.  Even now, I feel like I need to make a dozen different tweaks.  But I think it's good enough that I should at least share it with others who will see this with a fresh set of eyes; I'll wait to see if the problems I see are noticed by anyone else.

After this, I've got to draw the background layer, then I'm ready to start tweaking colors, fixing errors, adding details, etcetera.

Please let me know what you think so far; I welcome all feedback.

The final game on a standard monitor would be zoomed in to 400%.

12
Pixel Art / Re: [WIP] Forest scene
« on: January 14, 2019, 03:36:44 pm »
Finally got some time to work on this again.
Got some tree trunks made today.


13
Pixel Art / Re: [WIP] Forest scene
« on: October 05, 2018, 05:05:16 am »
I think the wave pattern feels very repetitive, even more so in motion. Using smaller waves would make it easier to hide the pattern. Alternatively, you could "stack" waves
Yeah, I think I'm gonna have to draw this again.  I might keep it for use in some area though, where it would look better to have "rushing" water.

You have some highlights in the water that are almost static, they look unnatural.
Highlights in water actually are very static; they just glimmer but they stay in the same spot.  So I'm not sure what highlights you are referring to.

I'd have the water fade in colour more gently. I'd go into the second colour only slightly below the waves, and then fade from there to the darkest colour. Having a big space of light and then fading to dark suddenly makes it look like a shadow on a tube, rather than darkness in transparent water.
I was going for having a dark portion just at the bottom to signal to the player that they die if they go down that far, but yeah, I don't need so many color transitions to do that.

A critique I missed on the ground last time: The dark background dirt tangents with the corners/tops of the platforms. I think it would look more natural if it didn't, but rather came out of the sides of them, or went above them in some cases, e.g.

That looks a lot better; Imma do that.

(Also, while I was editing, I noticed you seem to have some semi-transparent pixels on the edges of the background rocks! Might be left-overs from when you sketched stuff in first? IMHO it's best to sketch with pencil tool, so your colours are under control and sketches easy to get rid of.)

I see what you're talking about.  It's actually on a separate layer; the same layer as the tree sketches, so its really gone already.  (But thanks for pointing that out; I would have hated to have left that in the final version.)

14
Pixel Art / Re: [WIP] Forest scene
« on: October 04, 2018, 12:53:31 am »
So I already knew I wasn't going to have much time these last couple weeks, so I decided to make some water instead of starting on the trees.

Here's a sample with a water tile:


And here it is a detail with the water animated:

It uses three frames, but they are offset which makes the animation six frames long.

By the way, while this is a work-in-progress, I would appreciate it if you critiqued the art as if it were a finished product; (barring the obvious placeholder elements of course,) because I'm generally not planning on going back and revising any of this if nobody seems to notice any flaws.

15
Pixel Art / Re: [WIP] Forest scene
« on: September 05, 2018, 07:42:22 am »
Your character doesn't appear to be standing on the tiles, the way the feet are shaded makes it look like heels are higher up than the toes.
Another common trick in games is to not outline the bottom of the characters' feet when they're on the ground. This eliminates the appearance of an underside/shadow, making the feet look planted on the floor rather than hovering just above.

I never really noticed that, but I do see that in many of the examples I have on-hand.  I'll keep this in mind when I get back to drawing character sprites.

This ground doesn't feel very "foresty". The light colour suggests sand rather than the sort of soil full of decomposed leaves and wood that most forests grow in. I'd expect this ground colour in a prairie or desert area. Try using some darker colours

Okay, I'll try that.  But I think I should get the trees and other elements in before I make any major changes to the color, because I'll need to see how it balances with the other colors.

16
Pixel Art / [WIP] Forest scene
« on: September 04, 2018, 07:18:55 am »
Hello fine folks, I've been working on a forest scene for my game.  This is a work in progress; all I have right now is the dirt.
I wanted to share it at this state because I would like to get some feedback.  Please be completely open in your feedback; rip it to shreds, draw over my work, make me cry.
I personally see dozens of flaws in what I've made so far, but I've been staring at it so long I can't tell if they are as bad as I think.

I'm loosely following the restrictions for SNES backgrounds.  I'm not actually counting the number of tiles, but I am keeping everything within appropriate tile sizes and trying to keep the number of tiles looking close to what I've seen other SNES games do.

Main character sprite included for comparison.

17
Pixel Art / Re: Elf girl - help, critique
« on: June 15, 2018, 12:19:30 am »
Tamara reveals her true form!


18
2D & 3D / Re: Low Poly 3D Graveyard Environment (WIP)(C+C)
« on: June 12, 2018, 09:43:12 pm »
I love this scene so much I want to marry it!
Joking aside, I love the aesthetic you are building here.  Even without lighting, it looks fantastic.
I think though that you should bring back that original fence design.  The wrought iron fence that has been broken makes the place seem so abandoned; it brings a lot of atmosphere to the scene.  Although, I do think the low brick wall looks better for a proper 3D scene, like for am action-platformer or something.  So maybe use the broken fencing somewhere else?

19
Pixel Art / Re: Desert Terrain tileset - 1st try from an amateur
« on: June 12, 2018, 08:41:08 pm »
One of the things that keeps getting me is, exactly how is the player supposed to be interacting with this map?  Should you be able to see little people walking around, or little trucks or wagons roaming around?  If that's the case then the view is simply pulled back too far.  Even if the player is just selecting large blocks of land to be mining, I'm wondering if something is supposed to be shown to the player, like a little road that gets built to the mining site, or little buildings or equipment.

Honestly, you should start with those kind of elements.  Because right now, we are really missing a sense of scale.  That river could be half a mile wide or some tiny creek.  Are those rocks or hills or mountains?  Are those trees at the bottom, or sage brush?  If a person was walking around here, would they be too small to be seen?  I really have no sense of scale, and if you're making an actual game and not just some art, that's going to bite you down the road.
So try drawing some of the things the player is going to use when they interact with the map, and add a few items or landmarks to help establish your sense of scale.

After that, well it's hard to be specific since I'm not sure how big any of these things are, but there is a lot of uniformity in the width of that river.  Take a look at this image I found.  A river looks more natural if it has more variety in how wide it gets.
And unless those are rocks just sitting on the ground, then those mountains don't blend in well.  Mountains don't just pop up on the plains, they form ranges.  It makes them a lot trickier to draw, especially if you want to reduce the number of tiles you are using,  but if you want good art you have to put in a lot effort.  It's just the way of things.
The angle you are using is also making this a little tough.  The mountains themselves look like they are being viewed directly from the side, but then everything is arranged like you are looking directly overhead.  Try to imagine everything from a slanted angle.  Look at some isometric art; do a google search for isometric desert and isometric mountain.  You don't have to actually build the game in an isometric format (although that would be suggested if you want a more 3D looking map) but natural things like mountains and rivers and trees look the same from an isometric view as they do in a tilted view, so those kind of samples should give you some really good ideas of how you want them to look.  Here's a good one.
And finally, vegetation tends to grow in predictable spots in a desert.  Near rivers, and in basins where the water collects, and wherever the runoff from the mountains would gather.  Keep that in mind.  Add some greenery near the river and in the flat areas near the mountains.

20
Pixel Art / Re: Elf girl - help, critique
« on: June 07, 2018, 07:16:18 pm »
Thanks for the information on pixel clusters.  That's definitely something to consider when working with lower color counts.
My original efforts were to try to make something with just six or seven colors plus transparency in a 16x32 space.  I could not create anything I felt was satisfactory, so I moved to a more 16-bit color depth with a 40 pixel tall character.

What are you using as reference? Maybe I can help you find another solution.
Basically I was just running through everything on Spriter's Resource from the SNES, PS1, and Saturn that looked like it had an anime style.
I noticed that the heads tended to all be around the same size, just big enough to show some detail for the face (particularly the eyes.)  The proportions for the rest of the body were according to how big the sprite was overall.  Games with larger sprites had more natural proportions and smaller sprites went more chibi.
Given that I'm looking at 40 pixels tall I should be pushing a more chibi structure, but I keep struggling to make the body have that proper girth.  It just feels counter to my preferred style, I guess.

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