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 ... 37 38 [39] 40 41

381
Pixel Art / Re: Dystopian mockup [WIP]
« on: November 16, 2009, 09:35:50 am »
I don't really know how to make the lights cast a field of light in a good way though as I had in mind to make the foreground with the lights, the fence and the backdrop scroll independently and not use any alpha channel black magic... But I'll see what I can come up with, any ideas are welcome.

Retro games often used one frame of colour, with one frame of transparency or a dithered single frame with colour+trans. Alpha or blend mode probably gonna look best though. Or you could have the beam fade from pure white to your lighter bg colour, only as far down as the fence top. That way it'll always be over two similar values and hopefully look okay over either. 

382
Archived Activities / Re: Secret Santa 09 Signup!
« on: November 16, 2009, 09:31:11 am »
I'm in!  In in in!  (E4)

Pretty excited about this project...

I like: cute animals, hot chicks, explosions, super stylised artwork, abstract locations, Ghostbusters, Street Figther, Super Mario, Fatal Frame/Project Zero, Japanese horror films, The Prodigy, retro anime, Pingu... Sorry, tried to list a lot of stuff so the pic's a surprise!  
I don't like: boring landscape (realistic mountain, river, trees), furries.

Many thanks
Rik

383
Pixel Art / Re: Dystopian mockup [WIP]
« on: November 15, 2009, 01:50:13 pm »
I really like the cloud transition, that's awesome. 

His legs animate very smoothly, but his top is very stiff - is this because his top half is a separate sprite? (So he can run and gun at the same time?) I'd consider giving his top half a 'running' anim too, if this is the case.  Even just having his gun bobbing a frame after his head would smoothen it all out. Also a transition frame between running and stopping would help I think.

I'd give the streetlights 'beams' of light, too, it looks like the sort of place that'd be very foggy/dusty, with a lot of shit in the air to reflect the light.

384
Pixel Art / Re: (Mugen) edits and others
« on: November 15, 2009, 01:04:58 pm »
I really like the large reflection highlight. I think it should look better not moving with the body of the car but changing shape slightly for where on the body it is after the body's moved. If that makes sense!

385
Pixel Art / Re: [C+C] Schoolgirl+gun
« on: November 15, 2009, 12:59:42 pm »
Thanks Tourist and EvilEye! 

Tourist, the image isn't showing now, but I saw it earlier. The flap behind, is just a part of the uniform, but have made adjustments for all the other points.

EvilEye I took your edit on board, and made changes to the face, although slightly differently to how you did it. I quite like the eyes I had already, but the mouth/nose area edits were very helpful hints.


386
Pixel Art / Re: Squishy
« on: November 14, 2009, 10:45:29 pm »
I like the top left too, but the big mid tone area looks a little boring because the colours are so samey. I made some small palette changes to show you:




The top values are the hue in the edit (ramping from 221 to 72), the bottom ones are from the originals (all hovering around 200). It's quite subtle change, but I think it makes a difference.

387
Pixel Art / Re: [C+C] Schoolgirl+gun
« on: November 14, 2009, 02:09:36 pm »
Ah thanks for your edit. A lot of bits I've tried to draw what I think I would see if the lighting was a little more consistent (I've gone with above left, slightly behind which seems the main light source in the ref only without the shadow cast by the arcade machines). I forgot to mention her socks and shoes don't really look how they should in the ref photo: http://www.japanforever.net/catalog/images/loose1.3.jpg is more like it should look.  I've tried editing again working from this ref, still not really happy with it though.  I've paid more attention to the values in the hair as your edit too, and made a few other minor edits.



Thanks again!

388
Pixel Art / [C+C] Schoolgirl+gun
« on: November 14, 2009, 02:51:35 am »


Haven't posted any work here for a while, but been pixelling this evening and wanted to share. Wanted to do something with a smaller palette than I'm used to - worked from reference photo (http://dl.dropbox.com/u/1534394/silenthillarcade.jpg). Had a lot of trouble with the socks especially - any suggestions welcome!   :)

Many thanks
Rik

389
Pixel Art / Re: Figurestone's Pixel Experiments
« on: October 25, 2009, 11:06:02 pm »
I did a quick rework of your hand:



A lot of the changes are quite obvious (less colours, no dithering, different palette, slight structural adjustment of the thumb, stronger shadowing) but it occurred to me that some changes might be a little subtle, and I intend to write up the hows and whys with example images at some point. But not right now!

(edit: added your pic to the left as comparison)

390
2D & 3D / Re: Ship Sprites
« on: October 22, 2009, 03:31:53 pm »
@Rik
Do you mean like this ship in http://www.candystand.com/play/cronusx? It happens when they do bitmap rotation without applying bitmap smoothing. If they were smart and pre-cached all the directional frames on start up, this ship would not only look smooth but the game would run marginally faster. Let me know if I'm rambling on about something totally different to what you meant, though.

No, that's not what I meant. I meant where you have pixels blending into black, on top of a red planet you'd get a thick dark pixely outline, unless you're careful or have the edge blending into alpha, but if your ship is going to rotate, there's more important things to worry about... Rotation will bring about horrible (blurring) artifacts if you're rotating AFTER scaling down, so in that case I'd advise to doing ALL your detail in 2x before making your rotations, rather than doing the final touching up at 1x.

Pages: 1 ... 37 38 [39] 40 41