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Messages - allaze-eroler
Pages: 1 2 [3] 4 5 ... 8

21
Pixel Art / Re: 8-bits level wip 2
« on: April 13, 2010, 09:20:23 am »
wow... i learn alot of new thing that i can't quote them all ! XD

anyway, i did a major update in her design and landscape, i found out how to handle it, there the progress :



for moment, i'm still thinking about the critter, should i keep it and change her size or should i draw an other critter in order to replace it ?

any critism and comment please.

22
2D & 3D / Re: Massive Blender Tutorial!!!
« on: April 12, 2010, 08:55:49 am »
ha yes, i forgot : it would interesting if you could add a better subtile support because the subtile from youtube is awfull XD so, there how you can do : once you run the subtile system, you can download the text file and modify the obvious error :)

23
2D & 3D / Re: Massive Blender Tutorial!!!
« on: April 11, 2010, 04:10:33 pm »
Oh shit! Nevermind... It's a HUGE change  :'(.

like i said, it will have a very big change, especially when it will become more easy to use ^^,

24
2D & 3D / Re: Massive Blender Tutorial!!!
« on: April 10, 2010, 01:08:53 pm »
too bad that the new blender will soon change completly the graphical user interface ^^; well, it's not yet out but we will get the new blender in few months  :D

25
Pixel Art / Re: 8-bits level wip 1
« on: April 09, 2010, 12:50:55 pm »
If you intend it to resemble a NES game, you'll have to acquaint yourself a little more with the NES's restrictions on graphics.



You'll need to use colours from the NES palette, and you're limitted to how many palettes you can make, and how many colours are in those palettes, etc. Your tiles and sprite currently break these restrictions.

Aside from that, character lacks contrast. Pick a strong highlight and a strong shadow and shade according to a lightsource. This will lend contrast and a sense of form to the subject.

Why not try some secondary motion, such as having the tail trail behind the motion of the main body of the figure? Or the raised hand trailing behind in motion. These kinds of things can add a lot to the impression of real physical motion.

What kind of environment is this set in? The ground looks cool, but what is it meant to be?

ack... i though i could set up my ow 56 colors.... well, i guess that i don't have the other chooise to use them... ho well... ^^;

for the sprite, there a certain limit that i can use ? i know that i should use a 8x16 and 8x8 only. so, how can i redo them without losting the detail ?

for about the animation, i will try to improve it a bit more but since it's limited to 4 frames per move, it will be kinda hard ^^;

edit : i forgot to mention it, i wanted to make in kind of outside place near the forest... for moment, the background is awfull lol ^^;

The main thing for a nes game is really that three colors+transparency each 8 pixels.

i knew it, i took extra attention on the number of color, i should use 3 color per 8x8 tiles.

by the way, there the new progress of my little animation :



any critism and comment please.

26
Pixel Art / Re: cave mockup [WIP] (update and C&C needed)
« on: April 08, 2010, 09:06:15 am »
hello folks, it's been a while i didn't come here ^^; i was quite busy with my family and making my portfolio. well, lately, i started to spend more time to work on my portfolio project. :)
 
there my current work of my fake nes game.
 

 
for moment, it's kinda empty but it's already a good start :)
 
any critism and comment please ? :)

27
Pixel Art / Re: tweaking of mockup. (udapte)
« on: March 04, 2010, 02:51:55 pm »
well, i recently started to work on the paralax background, i'm still thinking how it will turn out but first, i need you C&C about the shape of the background.

there the paralax :



and the new tileset :



there how it will look as level-test :



C&C are welcome :)

28
Pixel Art / Re: AA help
« on: March 01, 2010, 04:00:31 pm »
let me quote what ptoing said somewhere in the pixelation forum :

Just something quick before I go to bed. That aa is hurting my eyes. AA is to make things appreat smooth and not make them blurry.






i hope he don't mind iquote his explaination about it ^^,

29
Pixel Art / Re: rewamp of mockup.
« on: February 28, 2010, 04:06:23 pm »
hello folks, i got some serious problem with my computer lattely but it seem that it's now solved. not for a long time of course... because i will soon change my computer :D

excepted of that, i recently tweaking my tileset and i added some extra bloc for it, i decided to use the 32x32 as size because i realised that i can save much space in this way, so there the pic :



C&C please :)

30
Pixel Art / Re: header pixel art (wip) update
« on: February 14, 2010, 02:59:45 pm »
How are you getting 15 colors in the first sprite?  I counted about 5 just from eyesight.  Same goes for the 2nd sprite.  There are a lot of buffer shades but even that can be a 16 color sprite at most.

Other critique I have is that the left one doesn't have much definition in form.  It has shading, but still feels quite flat to me.

The right one has form, but how the light is hitting its face seems off, and there seems to be a secondary light source for the boat's side that is facing us (I'm gonna assume that's a boat.  Having difficulty being able to tell what something looks like is a critique in itself).  Same for the oar behind the character's head, there's a highlight away from where the rest of the light is coming from.

hmmm indeed, you're right about it for about the second sprite, i need to fix them fully and for about the colors in the first sprite, i checked how much i got and it said that i have indeed 16 colors, probably because it have a subtil colors stuff. i will fix it next time.

by the way, i recently redone fully my tileset and i ended up to this version :



so, there how is going the "level" :



well, the tileset was redone because the first version is too long to do so, i indirectly thank to mathias for his interesting tutorial about tileset :)

next step : paralax picture !

C&C are welcome.

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