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Messages - Tourist
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41
If this is not a platformer, then I strongly recommend adding depth to the scene.  Study the design of old cartoons, since they had to work with the same sort of limits as side view video games.

I took the liberty to pasting your character into the background of Donald's Vacation, a 1940 Donald Duck cartoon.



The lines I drew roughly break the image into the foreground (lowest stripe), the character area (between the cyan lines), the middle ground (up to the red line) and the background (everything else).

The lone tree in the middle ground serves to break up the composition into different areas (clearings in this setting).  With the character wandering horizontally, it helps to pace the scene; things happen over here (on one side of the tree), and over there (on the other side), and the character walking in front of the tree is transitioning between the spaces.

The middle ground area also contains scenery objects the character interacts with.  Doors, or treasure chests, or whatnot would be placed there.   Putting a scenery object in the character space is used only when that object also blocks further movement in the horizontal direction, or transitions to another scene entirely.

The character will generally never leave the character area, but it looks like they could.

Observe the huge jump in scale between the middle ground and background elements.  Those background elements are very far away, which emphasizes the character is unlikely to interact with them.   Also consider out the saturation differences.

Of course, if you are creating a run and jump platformer, most of this advice is moot.  More animation backgrounds are here:

http://animationbackgrounds.blogspot.com/

Hope this helps,
Tourist

42
General Discussion / Re: Portrait generator
« on: January 28, 2013, 11:28:17 pm »
It's cool.. but where are the black people!?

Dunno, you would have to ask the developer.  I assume the black people are having lunch with the people from half of Asia, the Indian subcontinent, the gingers, and lots of others that were left out.


@surt
How many different pieces did you plan to use?
I don't think a community project would work because of problems with keeping a consistent style. 


@yrizoud:
Thanks for the link.  I wonder if the QA effort to evaluate the possibilities would offset the initial savings in asset creation.

Tourist

43
General Discussion / Re: Replacing pixel art
« on: January 28, 2013, 11:09:06 pm »
Few other media have an explicit grid.  I have only found cross stitching and bead weaving.  Mosaics can be a grid, but most don't use one.  Pixel art is really a product of the technical design of low resolution computer monitors.

Tourist

44
General Discussion / Portrait generator
« on: January 27, 2013, 07:27:40 pm »
I found a random portrait generator today on a different forum.  It produces things like this:




Here's the link to the forum thread describing it and a download as well.

http://roguetemple.com/forums/index.php?topic=2970.0


It raises an interesting question of just how different faces have to be before one's brain decides that the portrait is a different person.  Anyone use or develop something like this in their pixel art?  I know I've seen a couple of doll makers around the web.

Tourist

45
General Discussion / Re: Price Question
« on: January 27, 2013, 07:21:30 pm »
The scope of work is unclear from your example.  The sheet you linked to has two different sized sprites, plus a couple of portraits.  There's also a note that says this is one of the smallest sprite sheets in the game.   Taking an estimate to produce something similar to the linked sheet and assume the labor is the same for a larger sheet or more complex character would wreck your budget.

Hmm. This kind of question comes up often enough that we should probably create an guide for art direction when you don't have an art director.  Something that lists some of the choices and rough estimates on how they impact the labor cost.  For example, using unique death animations for each critter vs a simple fade out effect.  Hiring a single artist (better consistency, longer time) vs a small crew (coordination efforts cost more, assets produced faster).   Maybe a sample of low quality, medium quality, high quality versions of the same sprite and relative labor spent.

And by 'we' I mean one of the more experienced folks around here.  I understand project management, but I don't have any experience as an art director (and my art skills are poor).

Tourist

46
General Discussion / Re: Official Off-Topic Thread 2014
« on: January 20, 2013, 08:14:02 pm »
@Ashbad
I guess you're right.  I'll mark that an irrational pet peeve rather than a serious concern.


How do I learn to draw explosions and smoke effects?
Does anyone have any good resources on the subject?

I think it is largely a solved problem.  This page has a small app that lets you generate explosions and save the animations.  I have not used it myself, but it looks like it could serve as a starting point if nothing else.

http://www.saschawillems.de/?tag=explosion

Relevant search terms would be 'procedural generation explosion animation'

Tourist

47
Pixel Art / Re: [wip] Humanoid Mecha C+C please
« on: January 20, 2013, 04:27:18 am »
It looks flat because the torso is flat.

The head, bent arm, and legs turn toward the side a bit.  The center chest plate aims towards the camera.  The belly also seems to turn towards the side, maybe, like it can't make up its mind.  Which would mean a twisty spine.  There is nothing to suggest volume where the rib cage should be.

Similarly, the legs and curve from waist to hips suggest the hips should be tilted, or that she is leaning over, but the hip plates are perfectly level.  They are also almost directly facing the camera, but the legs are turned strongly to the side.

The volumetric style present on the robot parts (arms and legs) is altogether missing on the organic parts.

Tourist

48
Pixel Art / Re: (WIP) RPG Mugshots and Battle characters
« on: January 20, 2013, 04:06:45 am »
For what it is worth, there is a fairly good tutorial on tangents over at ConceptArt.Org. 

http://conceptart.org/forums/showthread.php?258826-Tangent-City-How-to-Take-the-Detour

Tourist

49
General Discussion / Re: Official Off-Topic Thread 2014
« on: January 20, 2013, 01:53:42 am »
Is it significant when you can recognize the references in a piece of art?  I always thought the rule of thumb was that using reference is good, but copying reference is generally poor.  An artist should make effort to, I don't know, go beyond what the reference provides?  Learn from the reference and incorporate that into the artist's own vision?  Or ... something?

I ask because when browsing other art sites I routinely recognize the sources in the artwork that is posted.  I'm not sure that other visitors do, and the references are never explicitly acknowledged.  What's proper for this sort of thing?

Tourist

50
General Discussion / Re: Official Off-Topic Thread
« on: December 11, 2012, 05:50:09 am »
There's one thing I still want to try though, Absynth....because of all that hype

There are a staggering number of images of an Absinthe Fairy around the web, so you are not alone in your interest.  For example (linked for size):

http://cghub.com/images/view/268914/

Tourist

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