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Messages - rikfuzz
Pages: 1 2 [3] 4 5 ... 41

21
Great work, both!  :)  I didn't enter this time, though I started something that never really went anywhere. 

22
Pixel Art / Re: [C+C] [WIP] help with rpg castle interior
« on: April 10, 2015, 03:06:21 pm »
the lighting would come from the upper left corner.

Your lighting in the latest revision is coming directly from the left, not upper left.  (Else the south-facing walls would be in shade).  But as long as that's consistent that's fine. (Which you're not just yet, but getting there).

23
Pixel Art / Re: [C+C] [WIP] help with rpg castle interior
« on: April 09, 2015, 04:08:38 pm »
Lighting doesn't make much sense, as the shadows are not consistent.

I've made this gif for you to illustrate how I work out where to put shadows:



Some consistent rules will help tie things together. Lit vs unlit planes don't have much contrast atm, but also lit horizontal vs lit vertical planes could do with more contrast too (besides the stairs).  Don't quite understand how you're deciding which edges to black-outline, but doesn't appear consistent at first glance. 

The projection isn't even so consistent. Stairs are sort of weird because they have no depth (should start further down).  Walls are somehow higher when you've traveled Z-wards (should be shorter or have a transition). [This one's not so noticeable, I often ignore it, but it helps to sort of think of it all dimensionally].


24
Pixel Art / Re: [WIP] [C+C] Pixel Pirate in Bits of Eight
« on: April 09, 2015, 11:22:00 am »
Wow - really nice animation!

May need a skid/slide/stumble for stopping from running. Mario has a special animation for skidding while switching directions which I always thought looked cool.

(Not sure I'm too keen on the dithered sky gradient as an aside).

25
Pixel Art / Re: [WIP] [C+C] Pixel Pirate in Bits of Eight
« on: March 17, 2015, 02:11:09 pm »
Prefer the limited palette too - only real loss is the stubble-grey, for me.

26
Pixel Art / Re: [WIP] 4bit RPG Tiles
« on: March 09, 2015, 09:35:55 am »
Looks super cute, lovely colours.

I always do the shadows like this in the corner:


Lighting seems slightly more consistent to me that way.

27
General Discussion / Re: Color balancing your pixel art
« on: March 02, 2015, 06:01:29 pm »
their choice of colors is tacky

That was so amusingly unnecessary.

28
Pixel Art / Re: [WIP] [C+C] Pixel Pirate in Bits of Eight
« on: March 02, 2015, 12:51:16 pm »
I've always had a fondness for 'oblique 45', but there's no real pros or cons to any of the projections, except keeping it at horizontal where it's a lot less work obviously.  :)

Congo Bongo has used all kinds of projections, depending on the port, so I was looking at screenshots to see if any were better for depth vs height, but I couldn't really notice anything significant. These kind of projections are definitely more interesting to look at when there's lots of height levels though. 

Control is a bit annoying for me if the joypad axis is rotated (ie. up goes map-north vs away-from-the-camera) and perhaps the inverse is true for other players, but that's up to you, and not hugely problematic if the indoors parts aren't action orientated anyway.

29
General Discussion / Re: Lets talk about the dress
« on: February 28, 2015, 02:50:04 pm »
Finally I know what everyone's talking about - today I perceive it completely as blue + black too.  Very interesting optical illusion.  Yesterday I was all grumpy thinking everyone is crazy for not seeing it as if it's white and gold. 

30
Pixel Art / Re: Dark Souls GBC Demake
« on: February 27, 2015, 09:54:39 am »
Wow - Really really looks great! 

Usually (I think) neighbouring palettes share a colour, so the boundary is a bit hidden?  (I'm not sure, just guessing).  But I think having very apparent palette blocks here has given it a really interesting look somehow. 

I haven't played too many GBC games, so this may all be old news to everyone else, I dunno.  :)

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