Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - BlackTerror
Pages: 1 2 [3]

21
Pixel Art / Re: [WIP] what if 1up was a chick
« on: May 10, 2009, 04:03:44 am »
The checkerboard pattern is really confusing me. Is that placeholder?

22
Pixel Art / Re: Adventure game background WIP
« on: May 10, 2009, 04:00:52 am »
The outline of the tree itself is bothering me -- the trunk seems two or three times too thick for the number and width of the limbs above, unless a lot had broken off -- in which case you'd see the broken and splintered stumps. The tree shading and texturing doesn't very well convey its form -- look into dithering similar colors together, for the most part, rather than dithering so much with the darkest shade. The few strands of grass look out of place -- I'd either shorten them, or surround them with masses of grasses. Heh.

The rest of it looks good, though, especially the sky.

23
Pixel Art / Re: Gish!
« on: May 10, 2009, 03:13:14 am »
Shinier when slick is a good idea. Not true to the game, nor is coloring him a bit, but that doesn't really matter. You're right, when sticky he can climb walls and ceilings.

All right, yeah, this isn't the best background color to show grey outlines against. Here's the color I was working against.


24
Pixel Art / Re: [WIP]ffta2 characters
« on: May 10, 2009, 03:04:20 am »
Hmm, I started editing the first sprite a couple of weeks ago, returned to it this week and it kind of got out hand. I wanted to show how the color count could be reduced a lot without hurting the separation of parts. It bothered me how you had colors used in only one or two tiny areas, especially when they were so similar to other shades. You had a lot of messy jagged outlines, and the top left area seemed unfinished (you didn't even fill in all of the transparency :P) and I also colored the internal outlines whenever it made sense (mainly where there's closer overlap or touching between the two objects).

So, uh, yeah, it's a kind of radical change from your original sprite but after all that I wasn't going to let it go to waste. I hope it can help you some in the future.

25
Pixel Art / Re: Partisan - take two
« on: May 10, 2009, 02:47:19 am »
Hmm, the rock-on-rock outlines don't really work... Maybe you need variations with only outlines on the right, and only outlines on the left, so rocks don't have those thick outlines against each other.

Also, the sand doesn't blend into the other tiles to fit in this tileset yet, but I assume you're going to make grassy send and other transition tiles.

Chess piece sort of character design for a tactical rpg does sound interesting -- does that mean all characters' looks and weapon/armor will be essentially fixed?

26
Pixel Art / Re: a post-apocalyptic totem
« on: May 10, 2009, 02:32:10 am »
I think you're being too conservative with the anti-aliasing. If it's a long line of pixels being anti-aliased into another long line of pixels, there's going to be a decent length of anti-aliasing pixels of each transition shade. This is most obvious on the clouds and sun, where you just have single pixels of anti-aliasing at the end of long lines.

Speaking of the sun, for something so large and bright in the image, it sure isn't illuminating anything except the sky and pole. That doesn't look right. I'd either cloud over most of it so that the sunlight-breaking-through-clouds-onto-pole was much more obviouis, or illuminate all of the grass not shadowed by the mountains.

27
Pixel Art / Gish!
« on: May 10, 2009, 02:17:02 am »
I made this tribute for fun yesterday, to get back in the habit of pixeling after a long time away. These are his four modes: normal, slick, sticky, and heavy.



I wasn't happy with the mouths, and decided that maybe I should review some references (screenshots). So, here's the latest version:



I'm a lot happier with this one, especially the teeth. 10 Colors + transparency, though I could probably reduce by 1 or maybe 2 more if I needed to.

Thoughts?

28
Pixel Art / Re: New ref
« on: April 30, 2009, 02:12:18 am »
With the breathing animation: the subpixeling movement you have there is way too extreme. If you look at Metal Gear Solid sprites, they move only a few pixels at the edge of each region of colors, and definitely not several pixels in distance over the course of an animation unless they were trying to convey a lot of movement. That's not what you want in breathing; it's a subtle movement. The animation there looks more like the light source has shifted dramatically from his side to more above him.

But more importantly, that animation doesn't look like breathing, it's more like just standing taller for some reason. If you're going to the trouble of animating a character, ideally you'd want to use it to convey personality.

29
Pixel Art / Re: underwater character
« on: April 26, 2009, 03:26:23 am »
i like everything but his left arm.
it looks like it's contasntly in contact with his chest or something, which is an odd way to run.
I think a lot of that would be fixed if the forearm remained oriented to our right, like his other arm, rather than curving in towards our left like it does now. The two different directions of movement in succession combine in a weird effect.

30
2D & 3D / Re: some more lowpoly stuffs
« on: January 13, 2009, 06:19:50 pm »
Hah, their eyes almost look like pistols. Intentional?

Pages: 1 2 [3]