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Messages - Atnas
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General Discussion / Re: Community updates
« on: August 13, 2018, 04:48:38 am »
Joining Helm in the walks around the forum :) I'm going to make time on my schedule as often as I can to step through and offer help. I remember the summers I would just hit refresh every 10 minutes while working on art of my own very fondly.

Going forward, regardless of format, we are trying to cultivate the best learning environment possible. This means a lot of learning on our parts about the best ways to teach, too.

Much of the past decade on this board, I spent trying to gain attention by posting flashy edits with a sword under my name. Even if unaware, I wanted to be cool! But being cool - How many of us have bitterly uttered that newbies leave after a great edit/critique?

Since so many of us have felt this, so I want to address it:

Imagine that real person who is definitely not just going to forget their art they worked hours and hours on and then had the courage to post.. Imagine why they leave after receiving help that goes overboard and mostly serves the critiquer in making an extreme edit or posting things they need years to understand. I want to think about this every time I post from now on. We don't need a lot of people, but we won't ensure that it's only the thick skinned. We must find ways to be helpful without alienating people eager to learn from us. Because thick skin has nothing to do with learning. There are plenty of determined people who don't have thick skin - and a way around this is entering a dialogue with people and asking what they are going for.

It would appear that even when things were good, they were not so great for everyone, just the few that stuck around. I would say 'forged in the fires of mount pixelation' when people asked me how I got good. We had a rep for being very unforgiving.


32, I agree with you that the new format ought to do what serves the intent the best - those concerns are shared. I also really look back favorably on how I only knew the other artists through their work and a few other blips. I'm very glad you're going to be more active though, I feel like once momentum gets going, and we also start posting our own work, the true boon of this great community will come through.

Ultimately we are not just going to flip a switch and have a new format and have everything be solved. We have to start nurturing what we want out of our future now, and the harvest will come.

Devlogs & Projects / Re: Slime:Evo devlog
« on: August 13, 2018, 04:06:56 am »
Wow, I really love the lich. And the jump animation for the slime is superb!

I have a critique though! This will improve everything from the art to gameplay. It's tried and true: Lower the value and contrast of the background assets, optionally tone shifting away from the foreground color

This will make all the platforms pop! It will make the player pop! the boss pop! the attacks pop! that awesome organ pop!

You can even just add some layer above all the bg assets with filters applied, depending on the engine you are using.

eishiya said something similar to this. I would highly recommend listening to their advice, even if their example is not done in a way you would like, the concepts are still good. There exists an option you would like that aids the utility of darkening the background while liking it, I promise!

Pixel Art / Re: Bear Punch animations for prototyping
« on: August 13, 2018, 03:34:55 am »
Hi Dawk!

First, this is a cute character and your keyframes are very clear and powerful. They all convey the meaning and intent of the pose very well, and there's nothing to change there. Also, you reminded me of how enjoyable kirby minigames are, thank you.

As for the smear frames - yes, they aren't exactly working. There's a few parts to why
-The smears are noisy, and pixel noise break fluidity, interrupting the flow of reading the movement. I would recommend smearing with large blocks of color.
-The smears are not isolated to just whats moving the fastest. A smear is technically a stand in for a frame which does not exist - the frame between the frames is drawn with motion blur. Not blurring in the gaussian blur sense, but more a stretching of the object. For the punch for instance, I would isolate the smear just to his fist.
-You smear things that don't need it. The head turn for instance, that effort would be better spent on other areas than adding a smear to the nose. In the end it adds visual priority to something that doesn't need it. You could, instead, have the ears lag behind and catch up. I feel like that would not detract from the information and sell the movement as quick.
-The teleport (which is kinda a smear!) is used because he is moving too fast to see, if I'm reading it correctly? But then, the direction of the pixels go in both directions, away from where he will be moving. I would suggest a quick blink before the cut away, wherein he assumes a movement pose.
-For those smears when he is assuming a fighting stance, it would work better to draw the tweens for the arms and such on those frames. There is power in firmly and smoothly assuming a stance - rocketing between steps actually makes it seem less well trained!

For the blue lines radiating in, I think they work, but would work better if they held on him, retaining the energy for another frame or two before vanishing. The dissipation conveys that they are not really clinging to him

That punch will really benefit from secondary animation! The cloth, ears, everything. He was just moving faster than light, and hits something with that impact. They will be lagging behind at first, but then immediately he stops, fist transferring all that kinetic energy into the thing he's punching, and the ears and shirt will catch up to him in a moment and swing forward, before returning to their rest position. I think this is the crucial element missing from selling the impact.

Let me know if you'd like an edit! I recommend trying secondary motion first on the list, you'll be able to clearly see where its preferable to the smears.

General Discussion / Re: Community updates
« on: August 11, 2018, 05:35:38 am »
From my perspective Pixelation has completely lost touch with reality. The Discord and before that the Slack kept the forum alive, without it Pixelation would have died long ago.

I think the slack killed Pixelation by siphoning off the activity and losing the very precious momentum of good will and thoughtful time spent giving back to the community. I remember waking up some.... Most mornings excited to check what had been said in a thread discussing theories and such that I could learn from immediately and continue the discussion or apply to artwork. In the real time chats it felt like a stream of constant negativity and posturing where nothing was gained. Community? Sure! But Pixelation should always put learning above having a comfy place to air one's laundry.

Most of the effort units of our members went into the slack/discord community and slowly became it's own thing. It was a mistake, but it gives the opportunity to try something new - the momentum has stopped, and now we can try a different design. This is something indigo had been wanting to do for years, now we have the chance. If it fails like you think, that's fine too! We will try something new.

Really, after years of people almost exclusively using real time chats and not caring for the forum, it's odd that suddenly the name and idea of Pixelation means something only when it's lost to them. Its just a name, the discord community is untouched.

All that's changed is we don't have the discord to pretend like Pixelation isn't already nearly without a pulse.

All this to say, I'm glad you care so much about Pixelation to be upset, Beast, but I hope that you can see how the discord community wasn't Pixelation. If people leave because they weren't really interested in Pixelation, but rather the Discord community, that should be seen as a good thing! I hope everyone is where they are most happy.

As for the number and appointment of mods, it's about developing Pixelation in the best direction we can. We needed new perspectives, and we needed old ones. What was going on was clearly not working. The manpower right now is working at what form Pixelation will take in the future, it is of course going to take a lot of effort, so we need many hands with many skills.

General Discussion / Re: Community updates
« on: August 10, 2018, 07:45:35 pm »
It's nice that we're open to a shift onto a moder modern format. I just want to bring up that it would be a shame to lose the amazing knowledge and wonderful critiques that have been built up here over the years. Old critique threads are worth archiving as a wonderful read -- often more useful than many tutorials.

Whatever direction you choose to take, I would hope that an archive of this site's tremendous library of pixel critique and knowledge is a top priority.


Echoing Kiana because she ninja'd me:

I do think entering archival mode once the new implementation is running also requires the creation of a pixel art wiki that pulls information and examples from the forum and elsewhere. That will eventually become a much more efficient replacement for the utility of the forum. Wiki is a much better format for this and it's been discussed years ago in prior 'future of pixelation' threads iirc.

I think the utility will be way higher when you can wikiwalk any terms in an article and get the full breadth of information without direct user involvement leaving people stranded and hopeless. It also encourages people accross communities to add their knowledge without the barrier that precedes being a regular, etc. Terms could potentially be automatically picked up and linked in mastodon posts to lead to the wiki articles they correspond to.

Doing this will amplify the strengths of pixelation - knowledge and theory and documentation on the wiki, and engaging real time responses for art critique and discussion on the mastodon - which would feed back into the wiki as concepts are discussed, especially if terms link to the wiki every time they appear. Wikis also have discussion pages, which I believe is a lot more efficient than having nebulous discussions that branch in too many directions.

Ultimately I think pixelation as a website would serve the world better if it was a resource people from all communities felt they could access and benefit directly from. A local community will be present in any space, but it's my belief that the more temporal nature of mastodon will encourage people to feel they are entering conversations on the same level as everyone else.

General Discussion / Re: What software do most pixel artists use?
« on: July 27, 2018, 01:10:44 pm »
Graphics Gale - great straightforward workflow for animation, good palette editor. well rounded
Aseprite - the most popular and feature rich pixel art editor, frequent and active development and support
Pyxel Edit - great for working on tiles, can place tiles and editing one edits all on the canvas
Photoshop - best for advanced editing features, blend modes, adjustment layers, smart objects,clipping masks, etc
Pro Motion - arcane and ancient magick

Challenges & Activities / Re: The Daily Sketch
« on: July 26, 2018, 10:16:58 am »
blueprint i edited the post for you, but you need to right click the image and copy the image address, then paste into the image tags, not the imgur album url itself

2D & 3D / Re: Official OT-Creativity Thread 2
« on: July 22, 2018, 02:36:46 pm »
Wanna let you know that I really love all of these pistachio, it's inspiring me to get back into 3d.

Curious how they all look as a scene, have you thought about doing a background like wall and floorboard tiles for them?

did this witch kid drawing recently, since i never polish any lineart

General Discussion / Re: Official Off-Topic Thread 2017
« on: June 19, 2017, 04:50:20 pm »
Graphics Gale is freeware as of yesterday. :)

edit: oh whoops someone already posted about it:

Challenges & Activities / Re: The Daily Sketch
« on: May 30, 2017, 06:05:49 pm »
kinda drunk bar drawings

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