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Messages - B-Rokal
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1
Pixel Art / Also, the same Knight but animated
« on: April 15, 2019, 12:54:26 am »
This is the same character as my previous post "in-game"



Feedback for animation is more than appreciated :) (also dunno if y'all know ways to improve time, i spent like 8 hours in this...)

2
Pixel Art / Knight with whip (138x207)
« on: April 14, 2019, 05:49:27 pm »
I don't know how much time of inactivity i've had, I practced quite a bit in the mean time, in any case here's what i think is my best thing so far



feedback, fixes, you know the drill... thanks btw

3
Pixel Art / [WIP] (New) Ground Tiles
« on: February 24, 2018, 04:12:35 am »
Hello, so after a long break from pixelarting i'm making a new Tileset that is going to be 32x32 (as oppossed to the previous 16x16) for the sake of giving less repetitiveness to the tiles



So, how's that? I feel I have improved a lot since I first came to this forums, right now it looks repetitive but i'm planning to make 2 or 3 more different tiles (with the 16x16 config I would have had to make 5 or 6)

4
Pixel Art / Re: Run n' Gun Protagonist [Feedback, Recommendations]
« on: February 05, 2018, 09:53:20 pm »




So there's now a Player 2 :D


What would happen if you applied a moving hold at the apex of the "leap".  Basically have less difference between frame 6&7, letting the character "glide" more at the top of his arc.  There's also a huge jump in motion of his near foot from 6 to 7 compared to every other frame in the animation so that could be something to work on.


I'll check the motion, maybe a smear will do the job...

EDIT: I think the gifs expired or something... so I updated the link

5
Pixel Art / Re: Run n' Gun Protagonist [Feedback, Recommendations]
« on: February 04, 2018, 05:59:27 pm »


For my next animation, the guy running

and here i'm sure everyone will find a lot of flaws because i can see them, but really cannot figure out what exactly is causing the problem

I like how "jumpy" it ended tho, it was not intended that way but still liked it

is 12 frames enough? or it should be more fluid?

6
Pixel Art / Re: Run n' Gun Protagonist [Feedback, Recommendations]
« on: January 31, 2018, 05:57:32 pm »
The way the mouth moves looks pretty weird, I get it supposed to be like a breathing motion but rather than that it kind of looks like he's hoovering something invisible and perhaps a bit phallic

Id uh

Id give that some tweaking

The rest is pretty dope though good job



Is this better? sorry for the sexual suggestiveness XD (for the second time)

7
Pixel Art / Run n' Gun Protagonist [Feedback, Recommendations]
« on: January 31, 2018, 05:01:43 am »


This is the idle of the character from the game i'm making
For design purposes, he's shorter than it's previous version
Thanks :)

8
Pixel Art / Re: Stage Mock-Up (Feedback, Critique)
« on: January 30, 2018, 04:56:41 am »


Sorry, I havenīt posted in ages XD

I know there are some quirks I should be working on like that cluster stuff and some continuity things like the smaller rocks and some literally mirrored tiles (I made for the sake of testing), I think the most valuable thing here is how much i'm learning, doing other kind of terrains from scratch will be way easier for me  ;D

Team leader said he liked the rocks a lot but not the grass, he thinks looks a lot like moss, should I pay attention to him?

9
Pixel Art / Re: Stage Mock-Up (Feedback, Critique)
« on: January 22, 2018, 02:22:38 am »
I'm no pro, I might just have a little bit more experience with pixelling dirt. If you keep working at it, you'll have me beat in no time!

Try to work from dark to light when you're drawing in the tiles, and maybe use a larger brush. Instead of adding shadows, instead start with a solid shadow (your darkest brown), and add in the lighter areas, colour by colour, and avoid the tempration to add in 1px details unless you feel you really need them. It'll be easier to get nice clusters that way (especially if you use a larger brush instead of 1px), and it approximates how light interacts with clumps of dirt - it hits the flat/rounded surfaces, and the cracks between them remain dark.

To make the colour transitions feel more natural, try to think of the dirt clumps as a giant, irregular dither pattern. Don't cut your use of the brightest colour all at the same horizontal level - mix in some highlights lower, some darker clumps higher. Same goes for clump sizes, don't be afraid to have larger clumps lower too, and some more small ones higher.

What are clusters? ._. sorry, I'm kind of a newbie at this XD


So I applied what you said about "dithering the ground", is like so?

I'm... kind of starting to like it  ;D

10
Pixel Art / Re: Stage Mock-Up (Feedback, Critique)
« on: January 21, 2018, 07:55:52 pm »
I like the colours in the dirt. The lower contrast and cooler hues make them feel lit by the same blue sky as the grass.

However, aside from the colours, your tiles are identical to my edit :/ Please do your own work! Apply what you've learned from my edit and draw your own dirt according to your tastes. You'll learn more that way and be able to do better work on your next bunch of tiles. Plus, you copied my mistakes/laziness as well! The edits I made for you don't tile well with your existing grass-dirt transition tiles at all, they make noisy-looking shapes instead. You should probably also have more than just one tile for the middle row of dirt-tiles, as it gets rather repetitive even with the more organic shapes.



A WIP of the new tile set... I'm really having a bad time with this, what should I do when i'm blocked like this?

Anyway, some tiles have not been edited yet, I want to check if this style for the rocks works, is this better or worse than the last one?

Sorry for using your edit, I liked it so much and I really think it was way better than my edit (even if is a lazy one, you're a pro after all XD)

Thanks

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