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Messages - Charlieton
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41
Pixel Art / Re: Manly Sun God
« on: July 24, 2013, 08:38:40 pm »
This turned out really well! Not sure if the text placement works compositionally for the best (it creates a V shape, which has been distracting for me). But I'm not good with these things anyway, so I'm probably wrong.

Another self-portrait from me... kind of. (Hope I don't seem narcissistic by now, haha)

Don't worry about that! Artists have to draw faces, and what better reference than your own, which you always carry with you anyway. I assume. Now, superimposing your face on THE SUN which shines upon all creatures of the earth and brings both life and destruction might raise a few eyebrows. :lol:

Seriously though, great progress!

42
Pixel Art / Re: [WIP] Typical Tree Thingy
« on: July 20, 2013, 09:51:02 pm »
The colours are really good. I like the sharp line between the ground and the sky on the left and in the middle.

However, the purple-ish haze in the bakground behind the trees breaks it up, and is quite distracting. I say either spread that hazyness out all the way to the top (maybe letting it intrude just a bit into the bright left), and put in more trees as to make it appear more as a dark, dense forest (maybe only letting the orange light break through as a couple of rays).

Consider the proportions of the leftmost branch in relation to the trunk. It's quite hefty, almost as thick as the trunk. Yet it appears to be very short, as it's suddenly cut off by a rather small cluster of leaves. Realistically, such a branch would go farther than the point were the leaves at the left currently end, I think.

I hope I'm making sense. :-X

43
Pixel Art / Re: Art direction WIP
« on: July 17, 2013, 08:21:08 pm »
Dungeon Fling? You do realize that a "fling" is also a term for a brief romantic relationship or affair, right?  Anyone who knows that may interpret the name of your game as being some dating or love story game or something.

That is a good point about the name of the game, I hadn't thought of that. I meant it as the action of flinging the disc. I will give the name some thought.

This conversation brings my mind to the relatively recent game Offspring Fling, which happens to be the most clever game title ever concieved. The context is strong enough that the inlcusion of the word "fling" (and indeed, the entire expression "spring fling") doesn't mislead me to think it has anything to do with dating.

44
General Discussion / Re: Official Off-Topic Thread 2014
« on: June 16, 2013, 04:56:34 pm »
Welcome back, Grimsane! ;D

Quote
Also, I think at this point it would not hurt to make an own thread for this, instead of posting pixelart related stuff in the OOTT.

I'd rather not to be honest.  If it's a problem I just won't post them here in the future.

Why not the pixel doodles thread?

I think this thread was created for precisely this purpose.

Surprised it didn't last longer. Did I kill it? :'(

45
Pixel Art / Re: [Wip] [C+C] Sidescroller Ghost Sprite
« on: June 10, 2013, 01:58:18 pm »
That movement is weird for a ghost.
:lol:

I thought that was a pretty funny statement for something that's an 100% abstract idea. It's not like there is any reference pictures to look at for how ghosts actually move!

But I kid, I get what you're saying.

But I think those were based on the little dolls that get hanged in trees in Japanese tradition, or something

Yes, the "teru teru bozu" came to mind for me as well.

I think it makes sense for the "head" to be the center of movement, and the "sheet" to follow along and flutter in the wind. Doesn't look too bad to me. I'm currently more weirded out by the outline being fat and blurry at the bottom, while at the top its thin and sharp. Keep the outlining style consistent!

46
Dang! I worked with the colours from one of the tilesheets in the other thread, and didn't notice that the brightness settings were different. It ended up a bit darker than I had envisioned.

Anyway, here is a progress .gif that features the reference and intended colours:




Corrected brightness levels:



I consider the r/b Blastoise sprite to be one of the worst in that game. The shell, cannon, arm, hand and leg are just one big confusing mess of clashing surfaces. Both the original r/g version and yellow did a better job making this sprite readable, while also looking like the original designs. Anyway, that's why I wanted to start by doing a remake based on this particular sprite. My only goals were simplifying the look and trying to do a better job at creating unique surfaces that don't blend into each other too much. Aside from that I just had fun with it. My commitment to the source material is... loose.

I thought there would be more of a rush to remaking the monster and trainer sprites! :P
I want to take a stab at reconstructing the battle interface as well. I think Azuyre and Arne are on the right track in trying to reduce the text content and size of the battle menu. Having every little bit of information told through the text box has been one of my biggest gripes with these games since the start. All battles just take so long! By putting more of that information in symbols that pop up, less would have to be constantly explained in text, and the battles could move on in a quicker pace.

47
Pikachu looks terrible in R/B though, like wtf were they even thinking, it looks nothing like pikachu.

Well, I thought the regular look of Pikachu was only established after the first game. I recall having read articles about the game around the time when it was just newly released in Japan, and that they had polled children on which monster they liked most, based on the games. Pikachu won, and it's been my understanding that this informed the decision to make it the mascot of the series and star of the subsequent show. That could explain why it looks so different in the first game.

However, these are hazy memories from way back, and I was a child :lol:. I haven't bothered to confirm these suspicions at any time since.

When faced with a question, head to Wikipedia! This seems like good information: "Ken Sugimori, artist and longtime friend of [Satoshi] Tajiri, headed the development of drawings and designs of the Pokémon, working with a team of less than ten people who conceived the various designs for all 151 Pokémon. Sugimori in turn finalized each design, drawing the Pokémon from various angles in order to assist Game Freak's graphics department in properly rendering the creature."

48
I've always felt like the monster sprites in these original games were somewhat inconsistent in their style. It looks as though they were made by several different artists. Some of the monsters look like the artist wanted them to have a natural, realistic look, with detailed rendering. One that stands out with these qualities is Sandshrew (2nd row, third from the right in Azuyres post). You only need to look at the monsters right next to it, to see vastly different styles. Even its evolved form looks more cartoonish, with large, flat colour clusters. You can see this distinction all over the sprite sheet, with some monsters looking more three dimensional with their shading, and others completely flat, but more colorful.

49
Pixel Art Feature Chest / Re: Super Mario Land sprite remake/edit
« on: May 16, 2013, 07:39:53 am »
Recommended listening for browsing this thread: http://youtu.be/lH_u4pPZ1B0?t=1m46s

Giant seahorse and submarine/airplane, please!

Keep up the good work! :y:

50
General Discussion / Re: Official Off-Topic Thread 2014
« on: March 16, 2013, 08:57:59 pm »
Hey, congratulations! Sounds cool. Did you already explain what the project was?

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