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Messages - Gizmonicgamer
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Pixel Art / Re: An introduction by me + ominous hovering villain!
« on: November 01, 2009, 06:12:09 pm »
I'm not sure how anyone can mistake the scarf trails for wings. Even the original (provided you updated it as you said you did), which I saw but never responded too it was quite clear what they were. The main issue with them is the colors used and the shading style for them - despite being very cool and attractive - doesn't necessarily convey cloth very well. I have no issues with the legs or feet, I think they look pretty cool.

Pixel Art / Requiem platformer sprite
« on: October 25, 2009, 08:22:40 am »

ignore the guy on the left, that was just a quick sketch for the approximate size and shape and all tha and to play with some of the colors

any potentially constructive comments or critiques you may have, please post; i want to try and make sure the sprite is as good as it's gonna get before I move onto animations

or alternatively if you have any questions, feel free to ask away

right now, areas that feel strange to me (please elaborate on these if possible) are the legs/hips, arm and neck/head in relation to the torso.

palette is supposed to be desaturated and a little dark, but if you think this is a little too much  then feel free to bring that up and maybe alternative ways to achieve the same effect

thanks in advance for any comments you might have!

Pixel Art / Re: [WIP] run animation
« on: September 20, 2009, 11:39:59 pm »
I agree; it's pretty well made. Though the coat-glued-to-his-back thing is bothering me somewhat, I imagine that htere's either a reason for it or you just haven't gotten around to it.

I particularly like the fluidity of the motion.

Pixel Art / Re: Country house
« on: September 20, 2009, 04:51:41 pm »
Inconsistent lightsource. The stairs/stonework and general highlights on the edge suggest that the lightsource roughly south east from the objects position, but the shading on the house itself (by having the south east side of the house darker then the south-west side) indicates the opposite. Same with the chimney.

It also looks like you used neutral gray on the stonework, (grey that lacks any saturation or tint what-so-ever) which is generally a bad idea as it doesn't really exist in nature. Tint your grays slightly (about a saturation of about 5-10) and it should look better. (I'd suggest following general hue-shift doctrine for that; tint the darker ones bluer and the lighter ones yellower)

Pixel Art / Re: [WIP] Platformer main character sprite. need guidance.
« on: September 11, 2009, 03:19:23 am »

I have this sprite, and I feel its coming out pretty well - it has much better shape, definition and coloring then the previous sprite and previous incarnations of this sprite - or so I feel, anyway. The character is somewhat cold and stoic, so the almost hypocritical mixture of relaxation/stillness and firmness in regards to posture kind of works for it I feel and is what I was going for.
But I'm encountering two huge road blocks - it looks terrible on a black/really dark background, and I cannot draw an arm.

The legs lose their form and sort of becoming blobby messes, and I'm not really sure the best way of correcting.

A compilation of all the arms I've done trying to get this to work, none of which I feel work.

Even more so on a black background.

So those are my primary dilemmas - arm and dark background. When it comes to the dark background, what would you recommend? Changing the colors, shading, maybe even style? I can postulate as to multiple different causes and as such solutions, but I can't bring myself to apply them due to the 'changing the very basis of the sprite' factor, and the fact that I'm not sure if they would actually work in the first place.
I've been trying to fix these problems for over a week now on and off, and your assistance would be heavily appreciated. I'm kind of caging myself in on this one and need some outside opinions and assistance. And the game in question is going to have a large variety of backgrounds going from deep black to bright white and most everything in between, so its an issue that has to be dealt with.
C+C please?

Pixel Art / Re: [semi-WIP] Platformer sprite - guidance needed.
« on: September 02, 2009, 08:10:09 am »

Still working on it. I've made it smaller and a bit more streamlined, also a little bit less soft, which is all a step in the right direction. I've also fixed up the stance and posture slightly, but it's still bothering me a lot. Could somebody with a better sense of anatomy (and less attachment invested into the sprite) try and point out any errors they may see?

I also can't seem to get an arm right; my best attempt thus far has been this:

but I'm still not happy with it.

I've also noticed that while it may look relatively fine here, when put over a dark background it doesn't look nearly as good/defines.

C+C on the progress thus far or ideas/edits on how to potentially fix these issues would be greatly appreciated!

Pixel Art / Re: [semi-WIP] Platformer sprite - guidance needed.
« on: August 18, 2009, 08:41:02 am »
After examining atnas' edit (and slowly working on it) I decided to tighten the stance slightly.

Final version thus far; touched up a bunch of things including a minor palette touchup and general alterations towards the shape. I have two different versions up right now, with slightly different legs and a slightly different vest. I'm leaning towards the left-most one, though.

I'm still not necessarily happy with the arm (and that aspect of his stance just yet), so I'll play around with that some more.

I think my version can be ignored, though I maintain that the contour of the right side looks slightly too concave.
This does deserve some thought, though thus far I haven't found a way to convey that any better without disrupting his stance or give the appearance of leaning.
I'm almost done, I hope, so I should be able to start some simple animations soon.

Thanks for the comments!

Pixel Art / Re: Platformer sprite - help requested.
« on: August 10, 2009, 08:14:29 am »
crab2selout >> very interesting edit. You did lose the character somewhere along the lines of doing it, but even despite that the design stayed strikingly similar, and has also inspired me to try and make a new one.

A lot of the issues resulted from the fact that the sprite is essentially the umpteenth alteration of a sprite that was originally around 2 years old, and due to the fact that the more and more I edited it, the more and more I felt 'constrained' to keep the alterations minimal and within a certain style. I couldn't bring myself to edit like things like the front of the vest/coat for whatever reason.

I decided that the best way to try and remedy the situation was to simply start from scratch again.

Thanks to both crab2selout and Helm for responding and critiquing.

I decided to try and make a new version of the sprite due to general dissatisfaction with the original. I'm not really happy with how its coming out, though; I'm trying to get a somewhat stoic/reserved stance and form, without making it too lazy or alternatively too 'stern'. In general I'm not sold on the way the legs and upper torso are connecting. It feels as if there's some kind of anatomical perspective issue going on.

I've made it larger, and in the process somewhat taller. I may end up making it a little shorter, though. I've varied the palette a little more and increased the contrast and tone slightly, although I ended up slacking a little bit on the 'reusing shades' aspect of the shading brought up before.

I'm most conflicted about the head/hair, and the legs.

C+C and edits would be heavily appreciated!


Slightly altered version. Red jewels on the knee pad return, better leg design imo and a few minor improvements. Something still feels off though.

Pixel Art / Re: [wip] [nudity] female body
« on: August 06, 2009, 07:48:50 am »
The issue is because you saved it as a .bmp, which  relatively speaking has an unecessarily large filesize. Because it generally doesn't matter, most image-hosts automatically change .bmp into .jpeg.

Save your files as a .png, never use .bmp or .jpeg. Photobucket has no issue uploading .pngs, by the way.

Pixel Art / Re: [WIP] Pillow Shading
« on: August 05, 2009, 11:54:25 pm »
I'd definitely say stick with the purple-yellow palette - it looks much more interesting.

Though I would still work a little bit more to balance out the contrast; the dark shade sticks out a bit too much, causing the creases and back-end to look almost out of place.

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