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 - rikfuzz
Pages: 1 [2] 3 4 ... 41

Pixel Art / Re: Ice planet platform mockup [WIP]
« on: May 31, 2015, 01:49:54 pm »
Characters and background are super super nice..  At that rare stage where everything has the perfect amount of simplicity and detail.  I'd love to convince you to whack in a cloud layer and then leave it alone.   :lol:

Ice stuff looks a bit rougher with all the dithering, but by no means bad.  Keep up the good work!   :y:

Pixel Art / Re: Berserk (NES) mockup
« on: May 29, 2015, 08:57:33 am »
Always love your mockups.  Do you have a portfolio to see them all together, or twitter to keep an eye on new bits?

I don't know too much about the technical NES restrictions (despite it being the only console I own atm) but it looks great, and certainly seems like a (particularly good) NES shot at a glance.

Pixel Art / Re: In the Company of Wolves [WIP]
« on: May 28, 2015, 10:32:26 am »
The boring perfect green of the grass / leaves and plain blue sky really kills the atmosphere for me.  I don't really feel any sort of emotions or story looking at the latest versions - but the earlier piece without a bg I felt hints of journeying, mystery, silent companionship, desolation etc.

Great work, Alex - was sold when I watched the video!  Bought and downloading now. :)

 :y: just did one

Pixel Art / Re: C64 - Amiga - WIP platform game graphics
« on: May 14, 2015, 08:13:45 am »
I didn't grow up with a C64 (I had an Atari 800XL  ;D) - did it really just have one set palette?  I honestly find it a pretty ugly palette (probably precisely because I didn't grow up with it). Still kinda 'get' what you're doing, but for me it's more of a challenging palette than a nostalgic one. Graphics are nice and clear.

In my opinion, and I say this as someone who's done pixel art 'professionally' for a decade, if it's not right for the project it's better to consider other options than be stuck being restrained to doing the same thing. 

KOF is great, but pixel(ish) art would have little use if it weren't for heritage.

I'm making a 'HD' game, and it's fun, in that it's a lot less explored, open to experimentation ...Sometimes it's kind of a drag that the niche that pixel art especially appeals to is full of self appointed arbiters of RealPixelArtTM if you don't FOLLOW THE RULES.  :lol:

General Discussion / Re: Tiling in Photoshop
« on: May 11, 2015, 04:36:06 pm »
Photoshop's not really designed for this sort of thing, but you could make a smart object, block of 9 (or however many you need), then when you update the smartobject (save), all instances will update.

Pixel Art / Re: [WIP]-Andragoras: Tactics Battles
« on: May 10, 2015, 10:12:10 am »
Agree, I would not pinch in the top, should be parallel to the floor's edges. 

Subpixeling looks niice. (Not sure why, but I can't zoom some of your pics on this forum tho).

Pixel Art / Re: Melon Bread I guess!?
« on: April 24, 2015, 08:11:11 am »
Pixel art is not really advised for a company logo.

I'd probably do a silhouette of it in vector, with some steam-lines, and simple (diagonal) detail. (Maybe add a d-pad and buttons onto it to make you think of games, rather than green squares.  Or put it the melonpan on a GB cart label. 

It's pretty indistinct, a blob-ish shape, and not that well known here (as say a croissant or a doughnut) so steam lines might help describe it as a baked..thing. (Removing it's colour-identity by giving it a GB palette is probably not helping).

Pages: 1 [2] 3 4 ... 41