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Messages - Schwee
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Devlogs & Projects / Re: [Announcement] Crimed Noir
« on: October 12, 2019, 09:58:24 pm »
Looks very cool!

Pixel Art / Re: Attack Animations
« on: October 12, 2019, 04:57:02 pm »
For the record, loving these!  Well animated and lots of character shown in each movement!

Pixel Art / Re: marine : Jacked up and good to go !
« on: October 05, 2019, 08:34:43 pm »
Looks awesome, only thing I would really critique is adding more 'in between' frames.  The lack of # of frames is more noticeable at the higher res.

Pixel Art / Re: [WIP][CC]Guido Mista
« on: September 15, 2019, 05:30:52 am »
I can't really speak to how it looks compared to whatever reference you are using but I would say its a good sprite overall.  A few critiques I can give:

* The black on the left side of the characters face seems odd.  I am not sure if that is supposed to be shadow or some partial mask.  In fact, I would say the black outline is a bit misused in general.  It fits in some areas like the darkest areas of the legs, but it looks out of place as a partial outline in the hair and hands.
* You may be trying to cram too much detail into the hair with the red and white.
* If this is a front view pose, then the bottom left foot of the character shouldn't be at an angle, unless he is standing on the balls of his feet but in that case you could make some minor improvements to help that read stronger. 

Pixel Art / Re: I'd like some feedback on a grass tile.
« on: September 13, 2019, 10:15:03 pm »
Congrats on getting into pixel art and welcome to the forum!

First I can tell you a few things you are doing right:
* For the grass tile, you are sticking to 3 colors
* You are using the different colors to make distinguishing shapes that the eye can read.
* For your character, you are simulating the concept of limbs getting closer and further from the 'camera' by changing their size.
* The head bobble helps keep the sprite feeling like it is really moving.  (Take away that head bobble and watch how suddenly the character looks like some robot or something)
* Nice highlight on baldie's head!

Ok things you can improve on:
* For the grass,  think of shapes you typically see used to draw grass.  They are basically an upside down V that is really skinny and curved, and sometimes blades of grass cover up other blades:
I highly suggest googling more images and seeing what the common themes are.

* For the character, the main issue I see here is the difference (or lack of) between shades.  Sometimes when shades are too similar, it looks like it is just muddying up the pixel art.  Take an eye dropper and then take a look at your "value" (the V in HSV) and see how different it is.  I generally consider it a rule of thumb that a shade should have at least a difference of 10 (in a scale of 0 to 100) from the next lightest shade.

* There are a few pixels that are shaded that don't need to be.  Example, the forehead on the character.  The darker pixels make it look like he has a big scar on his head or something.  The problem is that isn't clear enough that it IS a scar and it's just noticeable enough to indicate that it's not just a smooth forehead.

* Similarly to the forehead issue, there are lines where the arms and the torso connect.  You would actually want the lines to be where the heads and torso AREN'T connected.  It almost makes it look like he has backpack straps or something.

General Discussion / How much does tile size matter do you?
« on: September 02, 2019, 01:18:21 am »
I see it in almost every single wanted ad for pixel artists.  They ALWAYS seem to mention tile size, often times not even showing any samples.  How important is tile size to you when you're considering joining a project? 

For me, it does not mean much at all.  Smaller tiles will generally mean less work per asset but it's not like it changes if I can work or not.

Unpaid Work / [unpaid] Looking for collaborators and/or team to join
« on: September 01, 2019, 09:19:12 pm »
Professional web programmer and artist here and I am getting the itch for a creative outlet. Just took a look at Katana ZERO on Steam and it gives me that feeling that is half inspiration and half guilt for not putting more effort into game dev by now. I can essentially fill any role on the team. Not to say I am a prodigy or anything but I'm well versed enough in all of these areas to not embarrass myself.

Please feel free to email me at if you are interested in collaborating and/or have an open position on your team. if you care to see some art samples.

Pixel Art / Re: [CC] Female Character
« on: September 26, 2018, 12:43:46 am »
I say just because its 2018 doesn't mean you should give up on your stripper-warrior dreams. :P

Pixel Art / Re: female character base
« on: September 25, 2018, 06:40:28 am »
Not sure if this is still in development or not but I dig it.  Only suggestion I have is with the red haired model, break the silhouette on both sides of her face with the hair.

Guessing this thread is empty because the members here had mama's who taught them not to say anything if they don't have anything nice to say.  You gotta bring more to the table than a single muddy tile and a drawing of a rectangle.

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