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Messages - Anarkhya
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General Discussion / Re: Franck Sauer's pixel art and recounts
« on: August 06, 2013, 02:20:57 pm »
Such an insight! Archiving Agony and Unreal articles right now :y:

Pixel Art / Re: Eh, yup. Grass tiles. [CIP][W+W]
« on: August 03, 2013, 05:50:12 pm »
On the other hand, that kind of cut cliffs can easily be associated to wall jumping mechanics.

Pixel Art Feature Chest / Re: [WIP] Platform Game
« on: August 01, 2013, 10:19:37 pm »
Anarkhya, after i finished the number 1 variation, it really looks more like our moon, but then i realized that this is a fantasy game, so i prefer to chose the most stylish one, even if it is technically wrong. In the end i really liked the result, but now i can't really chose between these 3.

Reality concerns aside, I see 2 and 3 as kind of more dramatic with 3 being a bit more interesting at color level. Don't let this stop you though, because it's a game the player won't even stare at this moon like we do, from player's viewpoint this is a minor detail. You've set up a very convincing ambiance already, no matter which moon you'll choose (:

Pixel Art Feature Chest / Re: [WIP] Platform Game
« on: July 29, 2013, 03:39:19 pm »
This cloudy night scene is astonishing, really  :y:

About your moon, I think it's a ref issue, this is probably a kind of macro shoot not designed to fit in a scene from a human eye viewpoint, I'd say you have to kill the contrast and maybe bring in some blue, like this:

Pixel Art / Re: Eh, yup. Grass tiles. [CIP][W+W]
« on: July 27, 2013, 08:40:16 pm »
Actually, your small and big cliffs look like wood planks to me, that's the main issue I'd see, what you need is love rocks ;)

Pixel Art / Re: Autumn - C64 Picture
« on: July 27, 2013, 02:38:06 pm »
Well, I believe we're going into the giving-and-receiving-critiques topic.

Let me try to sum up how I think things are running here: When you submit a picture, you'll receive possibly tons of advices, feelings, edits, directions that might even be contradictory because everyone is looking at your piece with their own art background, skill levels, understandings, tastes and so on. Now, on your side, we're not forcing you to comply with everything we suggest, it is your (hard) decision to take and apply or not what has been suggested, not everyone has the time nor the will to go on forever with a piece, because, you know, there are high chances that considering the amount of C'n'C on this board,  your piece will continue to receive attention until you call for a stop and tell us you're done with your piece.

So, basically, you submit a picture, we're devouring it, you choose what pieces of meat you're bringing at home :D

Pixel Art / Re: Autumn - C64 Picture
« on: July 26, 2013, 02:26:05 pm »
hehe well, yes indeed, what Mr. Fahrenheit said, I mentioned the railroad because it seems to be a  classic stuff to learn what one point perspective involves in terms of lines and deformations, and since you have a straight path going to the horizon in your piece, it reminded me of a railroad.  ;D

Pixel Art / Re: Autumn - C64 Picture
« on: July 26, 2013, 01:48:11 am »
I found the house more convincing now. If you want some ideas on rewriting the perspective, keeping the trees visible, I think a good old railroad one point perspective like this one could fit your needs:

I also found something to illustrate the perspective issue with your floor tiles (diagonals instead of verticals):

General Discussion / Re: The grass tile - a unsolved problem?
« on: July 26, 2013, 01:25:21 am »
It will vary a lot depending on the view (top/iso/side) and the style (minimalistic/realistic/...)
Here are sideview examples I have in my ref' collection:

well, It's Actraiser, not Actraisers

Pixel Art / Re: Autumn - C64 Picture
« on: July 26, 2013, 12:42:05 am »
And I thought the picture was FINAL.
Welcome to the arena, everything "final" is never "final" enough here :D

if I add that on top of the highest line, then the house looks quite small.
The lines supplied by Helm are a hint on what could be the perspective in your drawing (based on some of your vanishing lines), it's not too late to change them, to adjust the camera angle, in order to offer another point of view that could give a composition that would fit your needs. But I know it can be quite frustrating or tedious to modify the whole perspective of a finished drawing, that's why for any work you'll start that is based on a visible perspective, set up the camera properly first is a must.

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