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Messages - big brother
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311
The AA sample Adarias posted is one of the most useful examples I've seen.
*joink*

312
Pixel Art / Re: Post-Apocalyptic Zombie Horror Madness
« on: June 06, 2006, 02:29:31 pm »
I love the style, but I would question how appropriate this pastel pink tint is for a zombie game. It's not exactly gritty, but that's probably your intention. Just know it sends a contradictory message.

313
Pixel Art / Re: Gladiator
« on: June 06, 2006, 04:12:53 am »
Heehee.

World team, Pan Am Games, Jr. Olympics, and two time All American in foil fencing. National rating in epee and saber, also.  ;)

Never said moving was bad, just crossing legs. The foil is a sport version of the smallsword, which is the natural evolution of the short sword through the rapier. It's like comparing a muzzle loading rifle to an AK-47. The modern techniques are also the result of thousands of years of trial and error, etc.

Oh, well. Just trying to help without getting too technical.

314
Pixel Art / Re: Gladiator
« on: June 05, 2006, 11:01:30 pm »
If you keep him moving forward the whole way, it looks pretty casual and detracts from the power of each individual hit. Skilled swordsman cross their feet for only two reasons:

1. Fleche - running "surprise" attack (this would not be used as part of a combo, since the focus is on a single, lightning-fast hit)
2. The distance was misjudged in preparation and the combatant must cover a large retreat quickly to avoid being stabbed.

Crossing feet temporarily puts the swordsman off-balance, creating an opening for the opponent to launch an attack of his own. If we go into pre-planned second intention actions, there could be merit for a feint here, but I doubt a game sprite would need this level of complexity.

Maybe these links can give you some outfit ideas:
http://www.arches.uga.edu/~natek/index_files/Page347.htm
http://www.unrv.com/culture/roman-gladiators.php

315
Pixel Art / Re: Fantasy Tactics
« on: June 05, 2006, 04:29:43 am »
It's interesting how heavily your stuff relies on optical mixing. When I zoom up on these tiles, I have trouble recognizing what they represent, but at 100% it's pretty straightfoward. You might want to use a separate tile for the raised areas (like you did with the buttes).

316
Pixel Art / Re: Sprites for my game...
« on: June 05, 2006, 04:22:43 am »
Why are you going to school to learn about something you say you already know?

317
Archived Activities / Re: Iso Collaboration III: Return of the Grid
« on: May 26, 2006, 01:39:22 am »


Finished 94 and 95. Totally overworked them, but whatever. This palette gave me a nightmare of a headache. I hope it gets unified...

318
Pixel Art / Re: Sephiroth Advent Children
« on: May 25, 2006, 03:03:18 pm »
Think of every portfolio piece as a solution to an artistic problem. You're bringing flair to a subject while showcasing technique. Things like ninjas, robots, and fan art from x anime, all tend to be very easy solutions. Unless you can show a very different angle to them, they shouldn't be the backbone of your portfolio. Focus on original pieces and unusual designs,  because these will show you as an artist, not an imitator. Bringing life to mundane subjects is the skill of a good artist. In any portfolio, a cloud can tell me more about the artist than Cloud can.

319
Pixel Art / Re: Remake mock-up
« on: May 24, 2006, 10:01:59 am »
Technical nitpick - I would lose the dither in the cave entrance. It's the only place in the entire screen you used dithering, and it seems like you are going for a simple look.

320
Archived Activities / Re: Iso Collaboration III: Return of the Grid
« on: May 23, 2006, 06:53:52 pm »
Are 94&95 free?I have a good idea for 'em.

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