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Messages - BlackTerror
Pages: 1 [2] 3

11
Pixel Art / Re: Melting
« on: May 08, 2015, 05:53:50 am »
It seems to fill the letters entirely when the whole gem has just started to flow. Maybe slow down the text-filling part of the animation so it takes twice as long to fill them?

12
Pixel Art / Re: [WIP][C+C] platform tileset
« on: April 14, 2015, 08:01:34 pm »
I don't like how the distant background rocks are lighter and more contrasting than the near background rocks, it feels like an optical illusion. Even with this bright saturated gradient background. I'd try reversing their respective highlight colors.

13
Pixel Art / Re: [WIP] Crystals and undead geologists! (EGA mockups)
« on: July 20, 2010, 05:19:07 am »
I was thinking about making the crystals reflect based on movement, since the light source will have to move relative to the camera to get that effect, but I'll have to see that in motion before I decide on anything. If the point is to make them visible, only making them change when everything else is also in motion might not work very well.
Yeah, I like this idea. It's easy enough to implement (see also: those player-tracking eyeballs devs loved to stick in their games in the early-mid 90s) and makes sense since the player has that light on his head. They could shift relative to glowing enemies too, acting sort of like an enemy sensor. Hey, Out of this World did it.

As for the drab paper, have you tried something like dithering the gray with a color like yellow for a faded notebook look? You can play with the pattern a bit for texturing, add yellow/white/gray lines for creases, etc. My quick attempt:

(compare to )

I experimented a bit with the text to see what was most legible on that background. Gray outlines were too much, but a simple gray drop shadow to the right or left works nicely. Nice pixel font, by the way.

If that's too strong, you could try 1/4 tone dithering, or cyan or blue dithering maybe.

14
Pixel Art / Re: [WIP] Jewels and game interface
« on: August 27, 2009, 05:48:54 am »
Quote from: saimo
* dithering isn't really suitable
This. Dithering is good for depicting blurry, fuzzy, or textured objects, not cut minerals. Your internal outlines especially are getting lost in the overwhelming dithering.

The monochrome is also underwhelming; I'd try a secondary color highlight to help break up monotony.

15
Pixel Art Feature Chest / Re: [Wip] See rat run. Run, rat. Run.
« on: August 27, 2009, 05:30:35 am »
The back half of the rat looks really good. The hind feet seem to stretch out over 2x, though. The front left paw seems to move too much all of a sudden, and that hanging jawbone interferes with the apparent motion of the front legs. I'd try a version with almost stationary closed jaw and see if that doesn't help with the leg confusion issue.

16
Pixel Art / Re: A robot (wip)
« on: May 16, 2009, 01:37:46 am »
Well, you could put the arm back there in silhouette/duotone, something like you did in that sketch, that exact same level of detail.

17
Pixel Art / Re: Forrestorian and the wyrm
« on: May 16, 2009, 01:31:57 am »
Which is which?

18
Pixel Art / Re: Avatar
« on: May 16, 2009, 01:29:17 am »
Looks pretty good. I might darker the purple a little bit, right now it blends it with the blue a bit too much.

It looks like you copied the pixels at the bottom of his torso in the wrong order, turning left and then right again as he turns only right. Whatever us going on with the light pixels on his boots seems kind of strange, too. Generally I'd think it would indicate the part of the boot that's closest to the viewer, but then it would only show up on the nearest boot, not one and then the other immediately afterwards.

The arms seem very disproportionately short and thin, too.

19
Pixel Art / Re: Sidescroller mockups!
« on: May 10, 2009, 10:35:06 pm »
I like using Idraw, it has a simple animation feature.

20
Well, yes, but more importantly, the robes' forms look very rough and ill-defined. The shading doesn't convey the underlying shape very well right now, which is the main goal of shading. Probably the best is on his outstretched right arm. Most of the guy just looks like an almost random blob of clay.

You should want to get the static form and look of the character down first, long before you start on animations. That's because if you make any change to the former, you have to make it to every frame of the latter as well. What specific sorts of comments are you looking for?

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