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Messages - Stratto
Pages: [1] 2 3 ... 6

1
Pixel Art Feature Chest / Re: [WIP] Super Daimyo
« on: June 27, 2011, 07:04:41 am »
Are you going to add more units? you could add japanese turtle warships, those things are massive sndsamurais (which I suppose you've already thought of).
those mountains look more like big rocks now. everything else seems great

2
Pixel Art Feature Chest / Re: Dwarf Fortress Platformer Mockup
« on: June 21, 2011, 04:24:15 pm »
Wow, this looks almost painted. I guess they don't call you selout for anything huh.
the thing that's bothering me, is that i can't really tell what the sprites are. I see a little knight, some dwarfs i what appears to be a prison cell and satan.
it's overall good, but i dislike the fact that i have to stare at it for a while before i know what's going on.

3
Pixel Art Feature Chest / Re: Le Scaphandrier - A game in the making
« on: June 02, 2011, 09:01:12 pm »
Is there anyway you could make tiles darker? The first thing that came to mind when i saw it without reading anything, was a man in a snowy forest.
The tiles, pixel wise are fine, and I could definitely spot the Ocean Sphere's inspiration.

4
You might want to clean up the outlines on the gates.
Do you have any lava animations yet? i can't really picture the current tiles as lava yet, they look more like red rocks.
everything else seems pretty good.

5
2D & 3D / Re: My isometric tiles c+c plz
« on: May 17, 2011, 10:58:32 pm »
I suggest you do more than just one variatoin for ground tiles
http://www.wayofthepixel.net/pixelation/index.php?topic=9865.msg107103#msg107103
this thread should give you an idea of what im talking about.

6
Pixel Art / Re: [WIP] Creature with mask
« on: May 17, 2011, 10:54:32 pm »
I can totally picture this dude in a ff videogame.
are you sure you're a noob? this is very good! you seem to be using pretty advanced techniques on that last update

7
Pixel Art / Re: [WIP] behold! it's an evil deer-monster!
« on: May 09, 2011, 06:19:09 pm »
Wow I don't know what these are, but they sure are neat.
any more info on these lil dudes? as far as pixels go in this piece, i really cant criticize anything, except maybe the outline on the bearded man, which is a little weird. is it pure sel-out?

8
Take into consideration that these type of games usually work with a height counter to avoid confusion.
So, for example, if your player moves up to a slightly taller tile, the height counter (1h), will change (to 2h).

9
Pixel Art / Re: [WIP] Cloud's Sword
« on: March 05, 2011, 03:06:18 am »
It's really plain..
add some color ramping to break the monotony.
it's suffering from A LOT of banding, so get rid of that asap.
take away the black outline, and add some aa. if I remember correctly, Cloud's sword is much bigger than this, maybe make it a little bit longer?
those circles in the middle make it look really flat. add some depth by adding shadows and highlights.
Your lighting seems inconsistent, choose a light source and work with it.

You're on the right track, it looks really good, but it's just a little too boring. keep up the good work  :y:

10
Pixel Art / Re: [WIP] Curse of the Caves (EGA DOS game)
« on: February 15, 2011, 11:48:01 pm »
Quote
The skulls are meant to be bronze, silver and gold, which I found a bit difficult to convey in EGA colors.

Hi arachne
I hope you don't mind, but I took a shot at the skulls you're working on:

The metals were definitely a challenge, gold being the most difficult mainly because of that annoying pink/orange. I think the gold one was the worst.
 On the silver skull, I took out a lot of the blue hues which made it look a lot colder and icier (unless that's what you were going for.)
I also changed the width of the skulls, since I thought they were a bit too chubby.

They might not be excellent, but I hope this helps. good luck  :y:

EDIT: after a few iterations, I managed to get this:

the only downside is dithering, which may take away the smoothness of gold.

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