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 - yrizoud
Pages: 1 2 [3] 4 5 ... 33

21
Pixel Art / Re: Need some UI advice
« on: January 10, 2019, 10:17:28 am »
The highlight color may be sufficient, but I find it too slow to fade-in/fade-out. It may not be an issue if the game has a mouse cursor anyway to see what you're pointing, but if it's cursor-driven, it makes the interface look sluggish, and also reduces visibility: If you try scroll continuously down to select an item near the end, the "current" item will not be highlighted for long enough to become visible, and so you can't see anything until you release the down control.

22
Pixel Art / Re: Can't get palette right
« on: December 10, 2018, 08:57:50 am »
You're hotlinking to attachments on yoyogames forum. Only people with an account there can see the images.

23
Pixel Art / Re: Need some UI advice
« on: December 05, 2018, 09:42:36 pm »
I meant the on/off circles under the bars, the concentric circles made me think of "target" symbols.
Here are some studies / suggestions. I tried to make the squares and circles match, somewhat.
I originally wanted to create a version that kept the "target" pattern (maybe it's informative), but couldn't find a pretty one.


24
Pixel Art / Re: Need some UI advice
« on: December 05, 2018, 04:35:11 pm »
I really like the improved separation of background / foreground. The eye is more attracted to the content now.
The bronze adornments are not distracting at all.
You may want to try a double-pixel shaded border for edges of the UI. This gives some thickness.

On the dots that look like targets, I think you mean them as a 0-3 count for bomb and I-dont-know-what : You probably overdid the contrast, because "gold+black" is extremely sharp and much more eye-catching then the bomb that gives it context. I would rather use solid gold or black dot, if possible using the same color scheme as the above bar of gold-or-black squares. If you insist on the "target" pattern, then at least reduce the intensity by choosing gold and "darker gold".

The colored dots are painfully non-round, especially on the zoomed one (hopefully just a placeholder).
A square highlight on these dots would look better, because a 2x2 square in this contewt will read as a tiny circle in the viewer's mind.

25
General Discussion / Re: Sprite size question
« on: December 04, 2018, 04:24:12 pm »
This is also why early games sometimes made mistakes in choosing a good size : When a character was already tightly fitting in (for example) a 8x16 box, it was quite awkward to draw an animation frame where he punches/kicks and STILL fit in the 8x16 box. The artist would provide a sprite where the character punches like 2 pixels in front of him, the gameplay/hitbox would be made according to it, and this is how you get horrible action games.

26
Pixel Art / Re: [C&C] Blacksmith props
« on: November 22, 2018, 12:29:51 pm »
Overall, I think you need to be careful of the global lighting that affects everything. If the most important source of light is an overhead sun, every surface facing up must be significantly lighter than vertical surfaces of the same material.
ie. I think you chose a good contrast for the top of chimney vs the vertical stones -> The same contrast must exist between the top of a barrel and its side, or the top of crates (borders) and their sides.

27
Pixel Art / Re: Tips for improving? What should i practice?
« on: November 12, 2018, 11:33:27 am »
It's impossible to be sure from just 3 pieces, but maybe you have room for improvement in color choice / color balance.
Pixel art has an opportunity for very rich exploration of the way colors work with each other. If you haven't already, try studying pixel art that mix greys and colors (lots of pics by Dawnbringer), or several different colors next to each other that don't represent different colored surfaces (many examples, such as Jinn)
Using some preset palettes can really help you explore colors that you're not used to, and check how they look together. See for example here https://lospec.com/palette-list

28
Pixel Art / Re: 1 bit, 8x8px
« on: October 25, 2018, 12:28:27 pm »
Wow this is a lot of work, and the result is lovely. I really like the multi-screen map, it's the kind of design where each screen can have its own mood.
There's a lot of things to look at in each screen, to the point where you'll have to be careful to not use too many moving/animating game elements in each screen, as it would be too busy/noisy otherwise.
Is there a game a progress ?

29
Pixel Art / Re: [WIP] Need guidance with cave/mine tileset
« on: October 18, 2018, 02:12:54 pm »
I was rather thinking of the spacing between tracks, and thus the length of sleepers.

30
Pixel Art / Re: [WIP] Need guidance with cave/mine tileset
« on: October 18, 2018, 12:02:45 pm »
In general, wouldn't it be better to make the horizontal tracks thinner than the vertical tracks ? It would convey the idea that the RPG perspective is at an angle, not top down.

Pages: 1 2 [3] 4 5 ... 33