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Messages - Vinik
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Pixel Art / Re: Gryphon animation
« on: December 30, 2018, 02:11:07 am »
Stello, I just saw Knights of Tartarus on steam, looking good, congrats :y:

The gait looks a little jumpy on the hind legs? Don't know much about quadruped gait but I suppose you have some reference for this one? Maybe the head on the last update could use a little more mane like the sketchs, but I like it in general and it fits the style.

2D & 3D / Re: 3d isometric pixel perfect voxels in unity
« on: December 30, 2018, 02:01:57 am »
Also, you can technically have 2d voxel units (tiles arranged with depth and billboarded, to represent 3d grid positions, overlapping each other as if they were 3d). And these 2d voxels can be made with pixel art techniques, so voxels can be proper pixel art. But now we really are necro-ing the thread.

Pixel Art / Re: Help me create a color palette
« on: December 30, 2018, 01:52:17 am »
Dude, I am out for holidays but I can color-reduce it after when I get to my PC.

Meanwhile, you can try to take the colors that are most close to each other and merge them into one intermediary color. Do it a few times until every color is different enough from the others.

I remember the piece you posted, and it looked alright regarding color balance. Just cut out too similar colors.

Pixel Art / Re: Any good way to make pixel art on a mobile device?
« on: December 30, 2018, 01:45:21 am »
Thanks Kiana, that is great news, happy holidays. @Eishiya don't be sad, you just took part on a pivotal moment in the history of web forums :)

Pixel Art / Re: Any good way to make pixel art on a mobile device?
« on: December 29, 2018, 01:05:43 am »
Sarah Connor did warned us about this a long time ago. But as the procedurally generated subject is actually interesting, if anyone is curious about a good pixel art app for android, I have found pixly to be very close to an aseprite-like experience on android, with some very neat features like multiple superimposed grids and reference overlays.

That said, death to all bots.

Edit: oh wait a sec there, is Roy here really a bot? He was having a conversation with eishiya in the general section. I am having a turing test moment irl here and not enjoying it.

Pixel Art / Re: [Feedback] [C+C] Characters for a NES-style platformer
« on: December 26, 2018, 01:55:01 am »
Agree, it has been like that from the beginning, and it is probably intentional. I think you are going for a very girly feet position, like when some girls stand with their toes facing each other to look cute and childish, but they only do that for a few seconds and it makes for an uncomfortably looking idle stance. However, I admit it gives her a lot of character. Hard decision to be taken here.

Pixel Art / Re: [Feedback] [C+C] Characters for a NES-style platformer
« on: December 24, 2018, 03:39:48 am »
Excellent edit. The only downside is that it looses the versatility of the outline in case he has the characters against bright backgrounds. But if the game is mostly dark this surely the way to go.

The highlights in the boy's hair also bothers me a bit, it is a creative touch but I feels more like a backlight or a inverse outline than something that gives his hair volume.

Love the characters, specially their jrpg doll faces, wonder how the the genres never crossed over in NES era, it works very well.

Pixel Art / Re: [Feedback] [C+C] Steampunk Submarine
« on: December 23, 2018, 04:53:20 am »
Ma3vis is on a killing spree, beware, he will mercilessly GBC your things ::)

Pixel Art / Re: FE style game + technical question
« on: December 21, 2018, 01:33:41 pm »
Pixel art is not quick at all per se, it gets quicker as you get more experience but to do it right it always takes considerable time compared to other media. Rymaru here is a world class super hero so he probably works way faster and yet much better than me :P, and that only comes with experience and time. Don't worry about it unless it makes your pipeline unbearable. If so, develop stuff with place holders like you said (making too beautiful prototypes is often toxic as you might get attached to broken or not fully working protos).

@Ryumaru, man, nice edit, needless to say I am a fan of your work, which is very inspirational :) /Fan mode off

Pixel Art / Re: FE style game + technical question
« on: December 21, 2018, 02:36:16 am »
That is better already, you got the spirit. It could go further or removing yet some more banding, single pixels, and improving contrast between shades, but you got the gist of reducing the amount of closely packed colors.

As you mentioned losing detail, at this size you are better letting go of some detail an keeping it readable, focusing on key features. Gradients of 1 pixel per shade don't help define shapes, they make things look plane and unatural, you don't want that kind of "detail" if it details nothing :)

I am in hurry but I'll try coming up with an edit that might give you some ideas.

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