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Messages - Corsair
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21
THe ice cube's shape doesn't make a whole lot of sense, as it sorta looks like it might fall over forward.

Granted tehy're not *great* edits but they get the point across. Ice cubes generally have air in them... Even better if you could portray something as being frozen inside of them to make them stand out a litle bit more.

22
Pixel Art / Re: WIP - Armored Battle Dragon
« on: August 06, 2009, 05:50:19 pm »
I promise you'll have an easier time if you use a non white background.

The shading itself is solid enough except the fact that monochrome is boring. perhaps a shift towards a nice desaturated blue on the darker hues...it should stillread as white. If you're going for a more bonelike appearance, i'd go with a soft mustard color for them

Also, I ought point out the 'modify' button. double posting all the time is generally frowned upon unless your thread has fallen off the first page.

23
Pixel Art / Re: long-cabers-trees forest
« on: August 05, 2009, 05:49:40 pm »
THe tree in the middle is nice, but given the sand turns it seems to lack limbs. a few small ones here and there couldn't hurt. the surrounding ones seem to grow in a pretty unnatural way. I would widen the trunks a bit match,                some branches/limbs here would probabl help to fill in some of that blank space, too.

Further, the whole thing lacks contrast, giving it a very flat feel.

24
Pixel Art / Re: Chakan: The forever man mockup
« on: August 05, 2009, 07:52:08 am »
I do like it, however when put on a background that isn't quite so bright (which aren't good colors to work in front of, you may as well work on plain white.) they appear rather flat, but it DOES show that my choice of palette is a bit too bright for what i'd be doing with it. My initial goal was to have it stand out a bit more from the (what will be) mostly black background, but standing out too much makes it jump out way more than it needs to. i'll have an upgrade out here in just a couple minutes.



Darkened things a bit, found a good color set for the background tiles, retained one of the old colors mostly to highlight thins i wanted to be sorta shiny *attempted* to add some texture to the columns, did some stuff in the sandbox area.

NOW i just need to edit the sprite so he's actually visible on the background....

AGH i just noticed a bunch of things i messed up in the process. nothing too huge; the right side of the arches are all misaligned by one pixel and the "ribs" of the gargoyles on the left side are jacked. I'll fix it later!  :D

more crap.

25
Pixel Art / Re: Chakan: The forever man mockup
« on: August 05, 2009, 06:48:58 am »
bump with content!


I'm actually having a very difficult time coming up with a decent palette for the background tiles. The colors i used on the ones around the window seem to work independently, but when they're right next to the brighter tiles, they're not *visibly* in the background...
The ones i have *now* look like crap. I know they're way undersaturated but i'm kinda *DURRH* as to what to do with them.

26
Pixel Art / Re: Chakan: The forever man mockup
« on: July 30, 2009, 06:00:46 pm »
As far as the flipping of the pillars is concerned, the main reason I do that sort of thing isn't so much about lighting, as it is trying to see something in a "new" light; after staring at a bit of work for a while everything kinda starts to blend together, when i flip it, some of the flaws become more obvious.
As far as leaving them there? It seemed like a good idea at the time, but now that it's been pointed out, I have no idea why.

Anyways, mucking with the colors a bit, attempting to remove a bit of the noise from the brick tiles, redrawing the base and top of the columns, and recoloring the pillar...i'm really at a bit of a loss on it... i *think* it shows a bit more depth byt tha could just be wishful thinking.



Added some brick action, tried to make the sprite more readable/stand out better on a black background.
And a little sandbox there at the bottom.


27
Pixel Art / Chakan: The forever man mockup
« on: July 29, 2009, 09:11:42 pm »
Anyone remember this game? Pretty average platformer with a high difficulty level; nothing spectacular for the time but the overall visual style was much darker tha most of it's contempraries at the time, as well as having a fairly interesting premise, being based on a graphic novel which seems to have been influence by a combination of Solomon Kane and Iron Maiden's "Eddie".

I decided yesterday that I'd do a tribute mockup to a game that generated a great deal of fun and frustration in my childhood.
Obviously i'm still going for a distinctly Genesis/megadrive-eqsue look and feel. (not sticking to spec, though.)

RAMBLERAMBLERAMBLE whatever.



Main things i'm looking to do immediately - First, set up a decent palette for the stone tiles, without directly using the one in the game; the improve the quality, texture and readability of any stone objects O may or may not end up including.
I'm attempting recreate/reimagine the stage select area - So for those of you not familiar with it, here are a few screens:
http://img181.imageshack.us/img181/9303/chakantheforeverman000.png
http://img148.imageshack.us/img148/6872/chakantheforeverman001.png
http://img193.imageshack.us/img193/858/chakantheforeverman002.png

As well, Anything to improve the sprite itself. Be it color, shape...anything. I want to make this as awesome as my ability permits.
Any tips, criticisms, edits...and so on will be rewarded with a free tankard of mead*




*I lied about the mead thing.

28
Pixel Art / Re: [WIP] Top-Down RPG Character
« on: June 17, 2009, 06:41:37 pm »
I don't think you meant to do this, but in your post those..are the exact same ones as before.

29
Pixel Art / Re: RPG bases D:
« on: June 15, 2009, 08:58:49 am »
A lot of people hate it, But it seems like if you went with the sort of perspective that was used with the old AD&D Pool of Radiance gold box game you'd have something pretty stunning on your hands;



It's a bad example but it's the best one i could find. I don't know if you've got enough room on your view screen there to accomodate it, but i think it could work pretty well.

30
Pixel Art / Re: [WIP] Dungeon Romp (Animations!)
« on: June 15, 2009, 08:00:10 am »




just so you know, IE6 does not time gifs properly. newest versions of FF and Opera do, however. I can't vouch for IE7 or 8, Safari, Chrome etc.

I like the style, but there are a few thinss that could be improved here.

I'm pretty bad about explaining these things verbally, i'll have an edit up here in just a bit.

Edit up.



It's like 4:30 in the morn here so i apologize if none of this makes any sense.


Frame 4 - trimmed down the 'blur' from the swing a bitit looks a little more sharp. sharper = more ouch factor.

Frame 5 - cut out some of the bottom end of the swing blur. Because frame 6's blur previously occupied the same space, I thought it would look a little smoother if i did what i did. (frame 5's blur and frame 6's blur overlapped quite a bit and made much of frame 6 redundant. ) als moved a fair bit of his head and torso down and to the right, to make it look like he's putting more of his body into the swing. Swinging a swordrbaseball bat/giant frozen fish requires you entire body to move in tandem. it's hnot perfect but i think it gets the message across a bit better.

Frame 6 - Extended the blur a tad, gives that frame more visual priority. moved the head southeast again.

frame 7 - this is the one i added in. It's not particularly important, but moved the sword to the right and angled it up a bit, also moved the shield up 1 pixel to make it seem like there's a wee bit of heft to his gear.

frame 8 - added this one in. it's the exactly the same as frame 6 from your version cept i took out the blur entirely, and i moved the shield down 1 pixel.

frame 9 - didn't touch it.

I also messed with the timing all over the place, can't remember where now :P

Removing frame 8 would just about preserve the "quickness" of your original. Personal drawback. I tend to focus on fluidity too much and it ends up sucking all the force out.

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