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Messages - Beoran
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General Discussion / Re: Pixelation Meetup
« on: August 03, 2009, 08:24:39 am »
I'd also be fine with Brussels. I know the city a bit so I think it would be nice to meet, say, on the Grand Place, and then go to the Delirium Tremens Cafe, that has 1000 different beers on it's menu. We could hold a printout of the Pixelation logo on top of the forum for recognition.

Pixel Art / Re: robot assasin platformer
« on: July 08, 2009, 06:03:28 am »
Could you please host your images in a different way, so e can see them immediately. Look at "Things of importance and interest".

Pixel Art / Re: Steam-powered Bridge.
« on: July 03, 2009, 07:42:59 am »
Well I love the design and he idea. But I think the shading and dithering are very messy and inconsistent, almost as if you went at it randomly. Some of the shading is very heavy with fat pixels, which I makes it look more low resolution than it is. Also there seems to be some problem with the heater in front, it doesn't have a chimney that goes through the building's roof, so where will the smoke go? Anyway, my recommendation is that you remove most of the  dithering, and make the shading consistent. Don't try to make it too "realistic", in stead, try to stylize your image more. And keep up the good work! ^_^

Pixel Art / Re: [WIP] Machines on the Moon!
« on: July 01, 2009, 07:33:17 am »
It's a bit of a quibble, but I think that something strange is going on with the person in front. That one seems to have a hole in the spacesuit, which should normally cause the astronaut to be pushed over from the air escaping though the hole (also causing him or her to die, by the way).

OK, I misunderstood what you meant by "attack". I'm not a native speaker so I don't know about some more idiosyncratic uses of English words.

And I think it's true that math can be used to get aesthetically pleasing results. However, IMO, it's easier in music than in visual arts.

As for commercial graphic design and marketing, that's sort of borderline. I've seen some ads that, IMO, if you'd remove the company name and the slogan, would be suitable to hang in a museum. The artist has to listen to the ones who pay him. "Whose bread one eats, whose word one speaks". Unfortunate, but understandable.

Well, my gist was that it isn't legitimate to attack pixel art, or even other forms of art, even though they may be mathematically limited, and hence theoretically have limited possibilities towards creativity. Art, to me, is, in essence, creativity that has results that are not utilitarian. A spite in a game is art, because you could substitute them with colored rectangles, and the game generally speaking be just as playable, as several Atari 2600 games prove. Video games are also, generally, art, because they are non utilitarian. A bridge or a car is not art, because they are generally built to be useful. That's my definition of art, which may not be universal, but that's how I see it. ^_^

Yes, I'm a coder, and I'm glad you enjoyed my math.  But, I don't think that all art boils down to math. However, certain arts, are based on maths. For example, most note-based, melodic music, is certainly based on maths. Most scales of notes were originally based on certain simple proportions between frequencies.  Most melodies an rhythms are based on the progression of certain simple numerical series. Actually, that's why it's possible to generate music with a computer that sounds good. You could try this computer program to convince yourself:

Pixel Art / Re: [WIP] Tooth Fairy
« on: June 29, 2009, 07:14:55 pm »
I think you must also have seen it, there's still a bit of jaggedness (aliasing) going on on the bottom side of the left legs. I'm not sure how to solve this, maybe you have to anti-alias it a bit.

For the rest, it's a noticeable improvement! I hope you'll be successful! ^_^

Pixel Art / Re: [WIP] Tooth Fairy
« on: June 27, 2009, 03:58:25 pm »
Well, I can't quite put my finger on it, but in your original piece, it looked to me as though her right arm was in front of her right breast in stead of next to it. I think that more of the arm should be hidden by the breast. In your last edit, this is the case, and it does look a bit better, although I feel like it should be just a little more more. Also, I noticed in your last edit that you're starting to use "fat pixels", that is, in the outline of the back of the leg and in other places, there are blocks of outline pixels that are thicker than 1 pixel, which looks a bit messy. I guess this is called "banding" in the pixel art community. I found an article that may be helpful for you here:

On the good side, the hair and the twinklies are an improvement. So don't get discouraged, keep up the good work. ^_^

General Discussion / Re: Double-Pixel style
« on: June 27, 2009, 03:51:12 pm »
As a programmer I'd like to add that there are many algorithms that are made for scaling pixel art. That's how , say, SNES emulators do it. Take a look at .

That's why I think you shouldn't worry to much about style, just pretend that no scaling takes place. Then, choose the scaling algorythm that looks best to you, or even better, give your users the choice of scaling algorithms to use, like, normal x2, x2 Sal, hq2x, etc. Bonus points for implementing scanlines at 25% 50% and 100% brightness for that old-skool 'TV' feel. :)

Pixel Art / Re: [WIP] Tooth Fairy
« on: June 26, 2009, 03:17:55 pm »
Well, the big thing that bothers me about this one is that the pose of the right arm (on the left on the canvas) is completely unnatural, if not impossible. Contrary to Matthias, I do like the alternative, unusual approach you took to the tooth fairy idea, but I can agree with him that you should probably practice on a smaller scale at first until you become more experienced in pixel art.

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