Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Vinik
Pages: 1 ... 4 5 [6] 7 8 ... 22

51
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.

52
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.

53
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.

54
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 ::)

55
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

56
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.

57
Pixel Art / Re: [Feedback] [C+C] Steampunk Submarine
« on: December 20, 2018, 05:16:00 pm »
I also like the UI

Godrays, yeah, fells a bit weird that they overlap with the "ceiling"(?) Of the underwater cave. I was under the impression this was a section of a level and that the ceiling might be gameplay relevant, but since it is a menu screen, them maybe you could drop the ceiling? Let the god rays come indistinctly from above, and that ends the layer fight between the ceiling and the rays.

As for pixel friendly water effects, why not have a fullscreen shader that horizontaly displaces a few horizontal lines of the screen by one pixel, and have try too vertically? Eh, hard to explain but o remember seeing something like that in snes games for pixel based water distortion.

58
Pixel Art / Re: FE style game + technical question
« on: December 19, 2018, 07:29:30 pm »
Well, that depends on the engine / software / language you are using to program it. I believe this should be on the general section instead of pixel art critique :)

Since it is already here, you could improve the sprite quickly by removing the banding on the sword, front arm and front foot. Try to reduce those gradients, use less shades to define their shapes and try to make the arm, swords and feets be made of big clusters of pixels of the same color. While you are at it, t would be nice if you were to reduce the noise in the floor and stair tiles, it hurts legibility, prefer flat surfaces or, again, textures made of big clusters and of low contrast.

As for your question, you can do that before the assets are loaded on the game, or during runtime.

To do it beforehand, go by Curly's explanation using image editors.

To do it automatically on runtime it depends on the engine. If you use game maker, there are a number of assets to do just that, and I recommend Pixelated Pope's pallette shader on the market, it is cheap and effective. If you are using unity or another engine the solution is likely a corresponding shader that does the same, give google a go. :P

59
Pixel Art / Here goes a drunkard [Feedback] [C+C]
« on: December 19, 2018, 03:14:58 pm »


Made a pastel palette thingy, then tried to make a character being a little less bland and more sketch like, with a more natural pose, slight asymmetries, and less generic. Please give me any comments and critique, I need to evolve ;D

Thanks in advance, as always.

Edit: typos, tags.

60
If I remember it right, in Tic-80 you only have 16 colors but you can choose whatever colors you want with RGB sliders right? I think I actually had some Tic-80 sprites but wasn't able to export them.

I wonder if Tic-80 is related to or a fork of Pico-8, or if they are just similar in scope and aesthetics.

Pages: 1 ... 4 5 [6] 7 8 ... 22