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Messages - OrangeLeaf
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2D & 3D / Re: 2D Terrain Tiles Tips
« on: January 03, 2018, 03:10:40 am »
Sorry about the rushed reply yesterday. It was a late night and I just wanted to leave the tiles here to see if I was going to get feedback.

I have studied still-life, drawing gestures and anatomy of things... I guess I was simply looking if there were techniques other pixel artists used to draw certain things.

For example, I'd found an online resource where a pixel artist would simply draw out a big rectangle ( or circle depending on your potential character's overall stature), and chiseling away at it until it looks like a silhouette. This really works for me for character sprites.

But landscape tiles don't really have a silhouette or a person's stature, so I was wondering if there was a similar technique for those (if that makes sense.)

I do agree, I have been seeing many pixel artists sketching out whole scenes. I'm comfortable with that as well. Thanks for sharing!

2D & 3D / Re: 2D Terrain Tiles Tips
« on: January 02, 2018, 05:16:41 am »
Makes sense. I made an attempt at combining the hyper light drifter and secret of mana look, with jagged edges and with a bit more detail in the tile. Not sure if I got it right. I'm still playing around with it.

The right one is a 'prototype' it looks more like a bush, but I thought the left looked more grassy. First thing I did was create a simple color palette of five colors for other tiles.

Let me know if I'm getting close to anything that resembles a grass tile.

2D & 3D / Re: 2D Terrain Tiles Tips
« on: January 01, 2018, 04:45:58 am »
Sorry about that.

Fixed it.

What I meant by distinct looking is, what about things that are not natural? Like say, a material that looks like grass but isn't. I suppose it would use the same elements of normal grass. But I know for a fact that sketching the actual thing is very different from pixel art. I know how to draw sprites properly now. I like minimal details like in hyper light drifter.

See that grass? It looks nice because of the colors, and the little details by the edges. I also like Secret of mana's grass tiles.

Where do pixel artists learn these techniques for landscape pixel art? I seem to have difficulty with the conceptualizing of what it should look like rather than colors. My character sprites have solid colors so the colors used in that arena tileset shouldn't overwhelm them I would think. I have yet to test it out.

Would you care to share a technique you know to draw out concept tiles , or do you have a particular style of drawing the typical grass, rock, water tilesets?

2D & 3D / 2D Terrain Tiles Tips
« on: January 01, 2018, 02:59:02 am »
Are there any tips / guidelines to follow to 'learn' how to draw distinct looking 2D tiles for terrain / landscape?

Like grass, rocks, buildings etc. I'm looking for styles ranging from hyper light drifter, secret of mana, and even earthbound.

I only have a very basic tileset for a "tutorial" arena like place that's just a grid with green tints.

I like this color scheme. The main colors of the game would be this green, purple and blue.

Any Advice would be great, thanks.

Pixel Art / Re: 2D Attack Animation - Pixel Size
« on: November 19, 2017, 04:16:37 pm »
The game engine I'm using is Unity. It shouldn't have a problem with that kind of stuff. I guess it is kind of difficult to keep my character sprite the same size if I were to incorporate the sword slash effect with the sprite.

Pixel Art / 2D Attack Animation - Pixel Size
« on: November 19, 2017, 03:00:40 pm »
I have a 32x32 sprite. I wanted to know if it's okay to extend this sprite to, say 96x96 to show the sword slash effect. Or do I keep the 32x32 sprite, and another 32x32 slash effect separate?

Reason I ask is because I have read that keeping pixel size consistent is important. I have a 10 frame attack animation, but I wanted to cut it down to 3-4 frames. So I wanted to see if it's alright to extend my canvas size. This is for a game I'm working on and wanted to know now so I can keep doing it for other characters. I am using GraphicsGale.

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