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Messages - Anarkhya
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Pixel Art Feature Chest / Re: Forest tileset...
« on: October 08, 2014, 08:21:24 pm »
 Oh and I forgot to tell you that your palette may be out of control, while editing your image I noticed several redundant hues, like 99% identical, maybe you played with opacity at some point. It seems necessary to stop adding hues and clean the palette of these redundancies, your last image contains 197 colours, a quick quantization revealed that you shouldn't have more than 40 for this image ;)

Pixel Art Feature Chest / Re: Forest tileset...
« on: October 08, 2014, 08:45:23 am »
About the burnt shadows topic, I also think you still have almost black shadows, while it seems realistic to me under a vivid sunlight, I'm not fond of this part of our reality  :P

I tried to find some light and dark balance that would please me without going too far into the black, I used your first and last attempt at trees:

Now for the eyes killing grass, I don't know, its also related to how big the screen size is (if it is a game), the smaller the screen, the less attention this grass will draw in terms of mass. How about a sneak peek at Minish Cap, approximately twice screens:

Pixel Art / Re: Background and foreground
« on: October 07, 2014, 07:56:19 am »
That's a nice placeholder sky, I also love the way Owlboy managed its skies and clouds but don't forget to remove placeholders as you progress.

General Discussion / Re: Requesting a new sticky thread
« on: August 25, 2013, 09:34:35 pm »
I can't quite judge what's happening to the pixel cohesion and neighboring.

I totally concur on your issue with 1x. As far as I trust what my eyes are actually seeing, 1x usually not do justice to what I'm trying to pixel. But obviously, putting aside "matters of taste" (if possible), as Helm and Ptoing already highlighted, something may be wrong. Personally, I begin to understand that an awful CRT bias might goes on as I'm probably placed in minority by non-CRT viewers, but given your screen specs I doubt you're viewing pixels with cathodic tubes.

I made using 2x preview, and always thought it looked better 2x.

Well I do prefer your piece at 1x, actually, at 2x I think some places are a bit crude, lacks AA like clouds, color gradient illusion not working in mountains, ordered dithering in rocks, jaggies on pine trees. Whereas at 1x, none of these small "flaws" apply in my opinion.
At 1x the illusions works perfectly to me.

General Discussion / Re: Requesting a new sticky thread
« on: August 24, 2013, 02:54:12 pm »
I think your pixelart should look good at 1x.

Interesting point, theoretically.
I personally don't like how some of my pixels look at 100%, especially those I made with a 200% target output, at 100% I just don't recognize what I drew, everything seems to lack texture, now I'm wondering if this highlights an issue in drawing or not..

General Discussion / Re: Requesting a new sticky thread
« on: August 22, 2013, 02:15:53 am »
I'm also blocking scripts but it isn't an issue for me, temporarily allowing the zoom script is just two clicks away when I fire up my browser. As for the resolution 1280*1024 96dpi 19'', and I rarely look at (or even push) pixels at 100% zoom, it just "doesn't feel right" to me anymore, so I end up click zooming to view everything at 200%.

Having the ability to zoom in also does greater justice to pixel pieces that use dark values, it bypasses the cons of the bright SMF default skin.

I admit that the positive/negative contrast in these SOTN shots are a bit extreme, with this in mind, I tried to modify your BG while keeping your FG  unchanged in my edit (but I made a rough FG selection so watch out for unwanted colors). I used color curves but basically I changed saturation/contrast/color shift in some places.

And keep in mind that the forum's actual colors renders everything dark duller than it is, this is critical in this dark interior situation where dark shades are close to each other in value.

Devlogs & Projects / Re: Kickstarter thread!
« on: August 14, 2013, 07:43:43 am »
Legend of Iya made it. Thought for sure funding was going to fall short - I checked 2 days before deadline and there was s huge defecit still. Surprising . . .

A great victory for the metroidvania genre !  :y:
...I'm still a bit concerned by the game's acronym though :D

General Discussion / Re: Franck Sauer's pixel art and recounts
« on: August 07, 2013, 09:06:48 pm »
I don't remember experiencing that much flickering during my amiga days (as a gamer), and I also had a 108x serie monitor.
In fact, the only real souvenir of flickering was when I played Darkseed, I loved the game but it was clearly killing my eyes.

General Discussion / Re: Franck Sauer's pixel art and recounts
« on: August 06, 2013, 09:49:22 pm »
I remember reading an interview with a former pixel artist in the gaming industry where he briefly described his process, pixel pushing with a joystick: "clac, clac, clac, tic, clac, clac, tic, clac, clac, clac"

This is so alien..
I can't even imagine doing some pixelling without 32bits tools like curve control, smart saturation adjustments, layers, infinite RAM, and so on. That being said, I think Deluxe Paint (II? or maybe the III) was kind of a revolution for hard working artists back then.

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