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Messages - big brother
Pages: 1 ... 4 5 [6] 7 8 ... 34

51
Pixel Art / Re: RPG Pieces
« on: April 05, 2011, 05:21:56 pm »
Using dithering to describe the tips of the needles on the closest trees would work. That way the leaf mass will look bushier and you won't have to draw each needle like a separate strand. The distant trees wouldn't have dithering, but you could use a few shades to describe their shape with the moonlight falling on them.

Looking at some reference photos could help, too. The tiers of downwards-slanting needles look a bit invented.

The tileset is nice, especially the tile roof. It might be cool to make the paint chipped a bit, so you can give the plaster more texture.

52
2D & 3D / Re: Sprite interpretations
« on: April 05, 2011, 08:54:33 am »
I love the way you add detail but preserve simplicity. You read a lot of personality into the generally stiff sprites. The originals succeed with the distinctive sprite silhouettes, a necessity with the old specs.

Your sprites seem overly rounded out -- to the point of being plush toys. Adding a few sharp corners would help greatly. It would give the shapes more contrast and add more visual interest. Maybe sharpen up some of the missiles, too.

Great work!

53
Pixel Art / Re: Cavestory inspired tiles
« on: April 05, 2011, 08:48:00 am »
Are you trying to reinterpret the original? If so, I like the darkness. Playfield tiles could be a bit darker, too.

In the game, the tileset was used for "friendly" villages, so I guess he kept the colors light so it'd be cheerier.

54
Pixel Art / Re: [WIP] night scene mockup
« on: April 05, 2011, 08:35:09 am »
Just wanted to say, I love the stark style, especially on the player sprite. It makes the scene feel lit with harsh moonlight.

A stylish HUD could be a good polished touch, something to think about for the future.

The perspective looks twisted to me. I look at the second floor straight on and little above it, but the door/pillar distance implies that everything is sticking out to the right, an isometric-like angle. I would try to add cues for the second floor, too. Maybe a few boards rest higher than the others so you can describe slightly diagonal lines along their edges.

I would love to see the sky in this, but I understand why that wouldn't work. Just make sure to have some sky segments in other parts of the level. It showcases the contrast between being enclosed or free, and it could make the level very dynamic and fun.

55
Pixel Art Feature Chest / Re: Making some RPG tiles.
« on: April 05, 2011, 08:23:31 am »
I think adding one more frame at the top or bottom of the cycle would do wonders. Don't make that new frame too different from the old extreme so it adds weight to the animation. Does that make sense?

This environment has a very different mood and atmosphere than the original. I almost get the sense that you didn't intend the original to be a dark, creepy place. Your first version felt colder with less personality, which made me think of a spaceship. This one is more dungeon-like. It really depends what your goal is with this tileset.

56
Pixel Art Feature Chest / Re: [WIP]Tileset for a bar
« on: March 29, 2011, 06:16:13 am »
What a great edit!   :y:

With low resolution, you gotta use color, it helps the shapes and details read clearly. Introducing a set of color harmonies adds a lot of visual interest to the scene. It makes a location memorable and distinguishable in the player's mind. Also, in rooms with a lot of texture, don't forget to give the player places to rest her eyes. You can even use them like accents -- maybe the floor is textured but the top of the bar and the stools have simple interior shading.

In the edit, if the tops of the walls blend better into the black background it could improve the scene's sense of depth. Otherwise, the transition is so distinct that the room looks suspended mid-air.

57
Pixel Art Feature Chest / Re: Stuck with BG (18+ nudity)
« on: March 23, 2011, 08:23:31 pm »
It looks more like an issue of planning and approach rather than lack of effort.

58
Challenges & Activities / Re: Tzigla Rocks!!!
« on: March 22, 2011, 01:14:27 am »
We are 6 tiles away from completion and everybody keeps claiming tiles and letting neglecting to make anything then abandoning it.  Anyone that's been waiting to make a tile - now's the time to do it if you want in on the collab and we'll get to see its unveiling.

I never abandoned one either! And I was only responsible for one of the curses.

59
Pixel Art / Re: o(__|-.-|Tree|-.-|__)o
« on: March 11, 2011, 06:49:20 am »
For bigger scenes like this, I'd recommend blocking it out in basic colors first. Don't worry about the details or AA. Just focus on the composition first, then colors and basic lighting. Once you're happy with all of this, you can start polishing. Sketching out the scene helps prevent running into composition related problems later on and having to redo details. Additionally, if you start drawing at pixel-level detail, it can be discouraging because 99% of your piece is blank space.

Sometimes it helps motivate me if I polish my favorite part of the scene first, because if it comes out looking good I want to buckle down and finish the rest of it.


60
General Discussion / Re: Payment
« on: March 06, 2011, 08:24:30 am »
Not to go off-topic with crits --

The orange is too saturated, it clashes with the tiles for attention.

I'm not a fan of the line of rocks between the grass/rock tiles and the little rock tiles.

The stones look a little crate-like, they read more as individual objects. I feel like they should at least be able to tile with themselves. Using both the brown and green highlights on those tiles seems overkill. It would look more consistent with the established look if those green parts were grass (drawn like the grass tiles) growing in the rocks' cracks.

As for the rockdigger, it looks a good but a bit boxy. I would try to deviate from rectangular shapes to de-emphasize the implied tile grid. If that darkest shade was a little darker and with a slight blue tint, it would make the forms pop a lot more. Also, the vehicle's function is not immediately apparent. Initially I thought those grinders were a tank tread. The scoop that sticks out in front is difficult to distinguish from the grass and rocks.

Overall, this set is much more concrete and cohesive. Usually, sketching on paper is a good way to plan ahead without wasting much time.

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