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Messages - big brother
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41
2D & 3D / Re: Official OT-Creativity Thread 2
« on: November 08, 2011, 01:00:08 am »
Good to know I'm not the only dinosaur that pixels.

42
Pixel Art Feature Chest / Re: I'm practicing animation. WIPs and C&C!
« on: November 06, 2011, 12:20:27 am »
The beak could use a specular highlight. That way it brings the viewer's attention to the bird's face (by virtue of detail and range of contrast).

43
Pixel Art Feature Chest / Re: Le Scaphandrier - A game in the making
« on: June 02, 2011, 10:36:35 pm »
Sounds like a cool idea. Good work so far.

I'd recommend tailoring your palette more to suit the underwater theme. You probably won't use some of those warmer colors very often, so it might make sense to replace them with cooler, more applicable shades. I'd save a few warm tones for highlights, since the light brown works well on the sprite and HUD frame.

I think the icons at the bottom of the screen are hard to read. They're small and the two-tone (plus AA) doesn't give you much room for differentiation. Since they're not depicting everyday objects, I think you'd be better off using a more representational approach.

Also, mermaids?

44
That's a lot of blood for baby Hulk's death. That frame would look inappropriate if he suffers a more innocuous death (choking on a pretzel or something). Unless the pretzel is actually a ninja star.

45
Pixel Art / Re: Medieval-age themed mockup!
« on: May 12, 2011, 04:57:09 pm »
I would lose the lens flare, but everything else says "game on!"

46
General Discussion / Re: Official Off-Topic Thread
« on: April 16, 2011, 06:19:31 pm »
I wish. I should probably see an intense doctor.

47
General Discussion / Re: Official Off-Topic Thread
« on: April 16, 2011, 12:11:28 am »
I can't help it. I randomly burst blood vessels in my head, that's how intense I am!

48
General Discussion / Re: Official Off-Topic Thread
« on: April 14, 2011, 05:40:52 am »
It's weird to refer anyone to a different forum, but this post has some cool pixel tile sets in it:
http://lostvikings.lordaeron.org/forum/viewtopic.php?f=8&t=35

49
Pixel Art / Re: Platformer Cave Scene
« on: April 12, 2011, 06:33:08 pm »
The hyena reminds me a lot of:
http://www.mobygames.com/game/genesis/lion-king/screenshots/gameShotId,33723/

Any chance you used it as reference?

50
I thought I'd share some experience.

With some pre-planning, you can outline what assets will work most commonly for about 3 different screen sizes. This cuts down on the artist's workload so you don't have to redraw all the graphics for each version. In the same way, the design has to be based around what most phones can handle. Better to design the game to fall short of the size limit than to cut it down to size, wasting work/time.

Most companies use proprietary software to handle the sprite animations and coordinates. Doing it manually will waste a lot of time in the course of a project. It's better if the programmers make design tools before coding the game. Plus, you can use the tools on the next project.

A lot of projects are outsourced for porting. It wears out a creative development team if they have to make more than 3-4 versions of a game. 

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