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Messages - 7321551
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31
Pixel Art / Re: TD Trees, critiques need
« on: April 22, 2010, 07:37:46 am »
There's too much randomness here!

You have to break it down - what shape is a tree? Some shapes are harder than others, so let's say they're roughly conical. Then shade appropriately.
Noise dithered grass is unpleasant. Make up a pattern that can pass for clusters of grass & shallow slopes (light & dark patches).



32
Pixel Art / Re: An ordinary kid, a boxing frog, an RPG slime and a ?
« on: April 19, 2010, 07:24:09 am »
I like it.

The kid is probably moving too much.
I was going to suggest subpixel animation (like my avatar) but after trying to actually do it... I'm not so sure.

Mine are clearly pretty bad, I'm just posting this because I wasted a lot of time on it. I'll crit your tiles later, though.

33
General Discussion / Re: anyone up for some plot brainstorming?
« on: April 18, 2010, 06:41:05 am »
First, the good: The scenario you've picked has a lot of potential for visual charm. I can imagine the underground environment, containing some human artifact being illuminated by small shafts of light, & some primitive subterranean creatures warily puzzling over it. & it's neat. I'd play it.

But the backstory might be a bit unwieldy. The more elaborate a backstory is, the more it tends to burden the narrative. It forces you to violate the storytelling principle of "show, don't tell".

The pacing is important - How are you going to tell the audience about these past events? You'll need to parcel out the events in the backstory in an intriguing way, & make sure you don't resort to dull exposition sequences, ie. wizened old sages blathering on, or an intro text crawl. Even the most thoughtful background information won't be compelling if it brings the current narrative to a halt too frequently.

Streamline the exposition & omit unnecessary details - for instance, if the fact that there happened to be 4 original robots never emerges as a significant plot point in the current narrative, then omit it - it's a red herring. Eyecraft addressed this with the innocent-human element.

Finally - this might be at odds with what you're trying to accomplish, but do you have to have a backstory at all? Really: what if the story began with the Monster Dilemma, on through the Robo Solution, & then progressed to the Sub-Terrain Mystery - now you've got a three-act structure!
Just a thought.

Also: the robots' role seems to take a sudden shift in the plot outline - they aid humanity by destroying the monster (good thing), & the first one you find runs away from you (cue sympathy), & then suddenly you have to destroy them! I know they're hollowing out the Earth & all, but by that point I'd already been primed to like them!

End.

34
Pixel Art / Re: [WIP] Working on Rocks.
« on: April 17, 2010, 04:42:46 am »
I thought it looked like Nemo too. There are a number of attributes of a clown fish you could vary to make it unique. Not ornamental things - I mean shape... morphology.
Tell me if you want examples.

35
Hi there.

I think I see some of those "jaggies"[...]
You can fix that at the lineart stage a bit.

 For instance, try to have the lines transition smoothly from 1px per row to 2px per row. If that makes sense.

& an additional source of jaggies is the AA on the outer-edges, which would look nice on a black space background but looks spotty on the forum colors (generally when you have AA on the outer-edges, avoid transparent BG (or use alpha))

When I first saw the finished image I briefly thought the fin was the wing on the opposite side (viewed from slight above angle), which was crazy. I think I saw it that way because the shading on the wings is similar to the fin, so they look like they could be oriented in the same direction. Quick edit might help...



[...]is there is some proper rule or orden in between the shades, or if we just must use which colour looks enough darker/bright and nice for the viewer in a gradient of pixels.

Well, you can get an idea of how many intermediate shades are necessary by looking at old games with less color depth.

These are the amount of shades of gray available to 24bit, 15bit (SNES), & 9bit (Mega Drive), just to illustrate. & the Mega Drive had some beautiful games like this.
But ultimately, you just eyeball it.

[...]using 1x1 brush for art, they use 2x2 brushes to make the pixels bigger and use the 1x1 ones for smaller details.

Well, there are at least two different approaches to the the beginning "construction" stage. A) Draw an outline or wire-frame model (line-art, typically 1px), or B) Draw large blobs of shade & sculpt them into the appropriate shape (>1px). I favor approach A because it's the way I'm best at visualizing 3d objects, & it feels neater; others like B. Experiment.

36
Yeah. It's surprisingly good - a whole bunch of features! I'll definitely work with it some time - excellent way to practice. (you omitted a 'y' in the url, by the way) I'll post the results here when I eventually get around to it.

37
Pixel Art / Re: The Adventures of Blade and RasputinXX2
« on: April 01, 2010, 11:55:59 am »
Nice job! Only a few crits, really. Here's a quick edit!


38
Pixel Art / Re: [WIP] Rock Giant Thing...
« on: March 31, 2010, 11:59:39 am »
This is pretty damn charming. Nice work on the face.

The pose is isn't very natural - maybe just abandon the stepping-up part altogether & have him lean his weight on the tree. Alternatively, abandon the tree-grasping & have him climbing the hill mid-stride.

I don't mind the engorged forearm thing (in fact I quite like it) but the anatomy needs work, & would benefit from less definition there in particular, because it's less clear there whether the highlights are light or whether they're just delineating particular muscles.

Navel is way too low (Unless it's a urethra sort-of thing). Knees look a bit concave.

more vibrant palette choice
Those edits are the most fun.


After drawing some rocks recently, I've been able to get a rocky appearance with gray midtones & warm shadows. I don't know why.
I might have boosted the contrast too much, I can't tell after a while.

39
Pixel Art / Re: A very sad robot.
« on: March 29, 2010, 11:20:38 pm »
It's almost perfectly clear to me. Just the area between the neck & shoulder is ambiguous. I don't think there's a contrast problem - characters can contain multiple elements with distinct colors.
I would:
  • fix-up neck/shoulder area
  • remove the shading on the thought bubble - let that be purely symbolic.


40
General Discussion / Re: Official Off-Topic Thread
« on: March 29, 2010, 05:29:35 am »
I'm pretty sympathetic to that line of thinking, Mathias, but I think I'll play devil's advocate a little, to explore this a bit.

Art doesn't matter.
[...]
Amateurish "programmer art" can be compensated for by brilliant gameplay.

What if all of the representational images were replaced by rectangles - the protagonist is a fuschia rectangular hitbox fighting chartreuse rectangular hitboxes on a teal backdrop, accompanied by dead silence (sound has sort-of gotten the shaft in this discusison). Would the gameplay really be sufficient to keep you immersed?

In my case, I've been repelled by several games with incompetent graphics & stopped playing - occasionally even before I had time to fully observe the gameplay, which is unfortunate.

Here's one way to resovle this: excellent gameplay mechanics are necessary but not sufficient. Competent graphics are also necessary but (definitely) not sufficient.
The base requirements are excellent gameplay & merely competant graphics, so it's still weighted toward gameplay, which seems right.

The relationship would be sort-of analogous to composition & arrangement in music - Composition is of primary importance: it's what people will mostly associate with the tune in question - the complicated relationship between melody/harmony & rhythm. Arrangement - the outline of which instruments will play which role & in what manner - is a secondary consideration, & yet a poor arrangement, ie. the decision to replace lead marimba with a melodic farting cow, can ultimately be a game-breaker.

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