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Messages - Double7
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11
I think it would look great in front of a bit of basketball floor and then tons of camera flashes in front of a darker lit crowd.
Not sure how much work you want to put into it.

A Lakers logo would also work pretty well  ;D

12
Pixel Art / Re: First Timer - Workshop
« on: January 13, 2017, 09:22:04 pm »
Great job for one of your first works. I wish I could have started that good.

As to desaturating your background it all depends on your characters. Your colors are pretty decent already, I don't think a little desaturation will hurt at all though. If your characters/foreground start to blend into the background to the point that they aren't distinguishable then you might have an issue.

I made a partial edit to the image to show how sometimes avoid black outlines can help bring some depth to the image. I messed with the table, sign, file cabinet, and the bulletin board. I changed the outlines to instead edges that are lighter/darker depending on the location of the light source (the sun and the lamp). I did shadows on the bulletin board but none of the other objects I mentioned. (the sign wouldn't need any).



Great job and keep up the good work. 

13
Pixel Art / Re: Trouble with cyberpunk color pallettes
« on: January 13, 2017, 12:26:58 am »
Here is what I came up with for the scenery color palette. Opinions? I don't know if I used too much or too little. For the green I went for a jade type of color and I tried to have a LOT of colors for the basic buildings (the brick on the left). The right will be most of the colors that pop on signs and for lighting.


14
Pixel Art / Re: [feedback] Tree + golem
« on: January 12, 2017, 07:27:33 pm »
Add some of the "bushiness" of the bottom tree to the golem. When you are animating him then you can have the "bushiness" kind of flop up and down to make the tree feel real.

Also, remember that the trees have branches inside of them, so interweave the branches with the golem tree a bit since you can see under the tree, because right now it seems as if the entire leafy part is on the other side of those branches, when it would be on both sides.

For the actual golem, his center of balance is messed up. Try moving its feet a little bit closer to under his torso.

Here is a quick edit of the golem


15
Pixel Art / Re: [GAME] [WIP] First Timer - Mechanical Problem
« on: January 12, 2017, 07:05:19 pm »
If the players are moving up and down the screen similar to a brawler, then add some shadows  :y:

16
Pixel Art / Re: Trouble with cyberpunk color pallettes
« on: January 12, 2017, 07:03:46 pm »
Thanks everyone. This will really help me out. Those are some great links and amazing pictures. I will keep you guys posted on my progress once I start creating some sprites.

Hopefully anyone else with the same issue as me can use this post as well. :)

17
Pixel Art / Trouble with cyberpunk color pallettes
« on: January 12, 2017, 05:28:11 am »
Hey guys. Haven't been here for a while and I am happy to say that I now have some time to work on some games :D

So my friends and I were talking about what type of game we wanted to work on and we came to the decision we would make an NES quality cyberpunk game. (NES being the resolution). It would be very reminiscent of the original legend of zelda as far as character size goes.

The reason we decided on this sort of size is so that we could max out on story, level design, and the types of things I really enjoy about games and that I want to include. In past projects where I used this NES scale I also used the NES color palette, which probably won't work too well. So I need a color palette that would work in this cyberpunk underground type of world.

Also, we plan on throwing lighting effects ontop of the game to give it more ambiance and to transform the NES style a bit.

Here is some colors I found while looking at a couple hundred different cyber punk photos, some pixel some not. I want to get a wide range of colors so that different areas can have different "feels" color wise so that the player can have a better sense of what the world's structure is.



Any tips for me? Know any palettes that would work well for this?

Thanks as always guys.

18
Pixel Art / Re: [C+C] Orb UI Element
« on: July 01, 2016, 04:12:57 pm »
Went ahead and messed with it a bit more. Made the orb liquid a bit brighter so it pops a bit more.

Curved the shaft of the scythe to be more accurate to an actual scythe. I also darkened the blade a bit a bit

Not sure if the tail side of the wraith is what I want it to be yet, but it is definitely better than before.

Added some skulls to the bottom to give some more clutter to the picture.

Image with full Orb :


Image with less liquid in orb :

19
Pixel Art / Re: [C+C] Orb UI Element
« on: July 01, 2016, 01:54:12 pm »
Thank you for the feedback guys. I will definitely work on it a bit today and update you all in a few hours.

Meat : I am kinda unsure what you are visioning here. I don't know how to make it "wrap" the orb without it looking somewhat unnatural. Any references that could help me understand?

Curly : Any ideas on how to clean up the ball a bit? I will put some more time into it and add a few more shades if needed.

wzl : Definitely going to mess with the contrast a bit, I noticed the problem when it was put on a darker background and the colors of the cloak no longer popped as much as it did on my white editing background. As far as the color of the health goes, it was actually going to be completely black until I talked to my co-dev and told him some color would be needed. We are trying to break a convention of "health" and instead give our main character a sort of "power" remaining. Our game has a design where everything is dead, and the living are the enemy, so health would be something the enemy would have. I completely agree though that it would look better with red. You are so right about the scythe now that I look at it, definitely going to change that.

Also, what should I do with the other hand? I was wanting to have it on the other side of the orb but it would make it look to stretched out. I think that putting it on top of the orb next to the head would make it look as if he is climbing out from it.

Thanks again for the advice guys, I will update you all on the progress.


20
Pixel Art / [C+C] Orb UI Element
« on: June 30, 2016, 02:37:07 pm »
Hey guys, I am currently working on some UI elements and I am tackling the "health" orb while having nothing to do at my job.

Right now I am just focusing on the actual orb, (the wraith is nowhere near done, so it looks like shit atm).

I have done some orbs in the past but none this large, usually around 32x32 size. So any help or ideas would be greatly appreciated, I will be sure to update this topic when I finish the wraith and other parts of the UI.



Here it is with less outline on the orb's border



Updated the wraith. I don't really care for the right part of the wraith but I don't really know what to do with it. Any ideas?



Most Recent Version :


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