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Messages - Vinik
Pages: 1 [2] 3 4 ... 20

11
Pixel Art / Re: Understanding water flow in top down perspective
« on: March 24, 2019, 02:52:29 pm »
One relevant question is the ratio of your tiles, are they 1:1 or is there any foreshortening on the y axis due to the view (4:3, 2:1)? If so, I think you latter version is better because the side waves are shorter than width of the top waves. Even if the tiles are 1:1 the vertical shortening would be a good stylistic choice I think.

Also, are you going to put any classic watery texture on the surface, or going for plain color blue like Zelda with ocasional breaks? I wonder how a jrpg watery texture would interact with animated wavy borders like yours.

Excellent object of study, and good choice of starting simple, narrowing it down to the essential.

12
Pixel Art / Re: Here goes a space gnome sprite
« on: February 14, 2019, 08:50:58 pm »
Suddenly motivational critique during stressful UI programming brings me back to what I like to do. Thanks :). I'll retouch this.

13
Pixel Art / Re: Here goes some animated tiles
« on: February 08, 2019, 02:36:16 am »
Thanks Meat! I wasn't sure about the part where the blades glint when rotating out.
Now this one is should be so simple that it is embarrassing, but I am clueless. It is just a spring tile, sonic style, but as you can see the movement is linear. How on earth do you figure how many frames to duplicate, and where to duplicate them, in order make it sine-like as a spring?

14
Pixel Art / Here goes some animated tiles
« on: February 08, 2019, 12:40:38 am »
Animated tiles consume some serious time even for simple things ::). To start I have a conveyor belt. Is this fooling you? I was trying to give a little hang to the rotating axis to feel like a more machinated movement and less smooth, but I needed the belt itself to move smoothly.

15
Pixel Art / Re: Isometric explorations
« on: January 30, 2019, 03:00:21 pm »
I am agreeing with everything here, including the view, the occlusion after the second row of leaves and the reflected green light on the bark. Is it a regrown pine? I like that it is not the standard cone, but you are probably going to need a number of variations on standard ones to blend this one among them on the scene.

Is this for the 3d-ish thing you posted? :)

16
General Discussion / Re: your ideas?
« on: January 30, 2019, 03:19:29 am »
I am sincerely impressed and yet mildly offended :-\. Do you guys think these are bots or human spammers?

17
Pixel Art / Re: Here goes a space gnome sprite
« on: January 29, 2019, 09:26:04 pm »
Ah, damn I can see I tried something that didn't went so clear at this scale :D the lowest curved line is actually his chin, his mouth is the straight line directly below his nose, because he was supposed to look quite old, with a flabby neck and no visible jawline, just the tip of the chin appearing as protuberance, and his mouth is receded like that of a toothless elder not wearing his denture. Hmm, I will rethink his face as a whole, thanks.

18
Pixel Art / Here goes a space gnome sprite
« on: January 29, 2019, 01:26:15 am »

Had a blast playing pen-and-paper rpg yesterday, after a very long while. It was a starfinder session, I rolled a megalomaniac gnome space-walker, and the guys asked for a few sprites of the characters. Never felt so inclined to use that many shades and leave so many single pixels before, but the shinning/rubbery suit somehow asked for it, at the cost of banding and packed gradients. Any suggestions?

19
Pixel Art / Re: [WIP] Forest scene
« on: January 28, 2019, 10:45:31 pm »
What would be the general value and/or texture of the background behind the trunks? Will it be parallaxed? Dark? I think that is critical in choosing how much they stand out or blend in, considering they are not collision enabled objects. I think that many games have trees that are wrongly color-coded and end up reading like they are collision enabled like floors and walls.

20
Pixel Art / Re: ninjavivi's corner
« on: January 26, 2019, 02:57:00 am »
I think you should look into banding-avoidance, you have quite some banding on the arms for example, there are some great threads about this here in the resources, and Helm's thread remains a great reference for anyone learning pixels.

You should probably look into casting lights and shadows on solid objects of various shapes as well, like spheres, ovals and cylinders, then try to apply that on other complex stuff. That is not much of a pixel technique thing as it is a general art skill that goes across media. For instance, you hair has a subtly dithered gradient, which is a distinct pixel art technique, but it is applied flatly on the hair color block, so it doesn't help to define the curved shape of the hair wrapping around the head. Can you see the flatness? :)

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