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Messages - Olothontor
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51
Pixel Art / Re: Ice Giant, take two
« on: December 10, 2010, 10:58:59 am »
The wound isn't really noticeable. Make the blood either darker, or a different color (red would be perfect if you want it to stick out like a sore thumb, green would also be doable).

52
Pixel Art / Re: Guyver piece, need critique
« on: December 01, 2010, 03:00:44 pm »
That is a LOT of dithering. It gives it a very... textured feel, like the armor is made of blue carpeting.

I don't imagine that's what you're going for, but if it is please feel free to ignore me.   ::)

53
Pixel Art / Re: NES Dungeon Readability
« on: November 26, 2010, 04:16:54 pm »
I rather like the second shading variant.

Here's my (quick'n'dirty) take on your mockup. Didn't use the most recent edit, though. But I'm sure you get the point.


I quite enjoy this one. It has a very unique feel, the shadows are clearly visible (which then makes the walls more obvious), and texturing the tops of the walls has a nice look to it. If at all possible, dampening the highlights on the floor tiles would be a great boon (I'm not familiar with the NES palette yet); beyond that this is just about perfect, for me at least.

54
Pixel Art Feature Chest / Re: Jungle Ruins
« on: November 23, 2010, 12:59:04 am »
One thing: I think you should definitely keep the shafts of light, they look great and add a lot to the piece.

I agree with Helm.

55
Pixel Art / Re: [WIP - Revamp] The Town of Dungeonsville
« on: November 20, 2010, 01:18:50 am »
Actually the black outlines were something I attempted to redress. Guess I didn't make them bright enough.

Got it, brighten "outlines." Thanks for the tile comment, I'm fairly pleased with the way they came out.

I'm outlining the weapons and characters and saturating and highlighting them so well in order to make them stick out, but I guess I went a little overboard. I still have a lot of room with which to dim them down. Should I do so, d'you think?

56
Pixel Art / Re: [WIP - Revamp] The Town of Dungeonsville
« on: November 19, 2010, 10:40:38 pm »
Second update!

Pretty minor. Worked out a new template for the characters with the help of HLBeta, and began working/porting weapons from Sin. So far they look... displeasing. Not sure what went wrong.



Adding to the OP now.

57
Archived Activities / Re: Secret Santa 2010 - The Sign up
« on: November 16, 2010, 08:32:53 pm »
Oh, I did this last year! Great fun, sign me up!

I'm into High Fantasy, steampunk or cyberpunk, occasionally surrealism and romanticism, and appropriately saturated low-res stuff (like the PC version of Spelunky, for example).

58
Pixel Art / Re: [WIP - Revamp] The Town of Dungeonsville
« on: November 16, 2010, 02:16:37 pm »
Thanks for the clarification, HLBeta.

Minor update time! I made a simple dirt tile, and ported over some of the armors I was working on for SIN as well. They need a ton of work, feel free to make suggestions on improvements. Also started working on dreaded transition tiles (I'm thinking currently of having only one or two transition tiles into and out of stone so that I don't have to do a bunch of different transition squares for all five types of stonework so far).

Updates added to the OP.


59
Pixel Art / [WIP - Revamp] The Town of Dungeonsville
« on: November 16, 2010, 12:58:37 am »
Hey, all, I'm back in action after a mild spriting depression, with a new(ish) project that my good friend and I decided to engage in.

We just started this afternoon (as I type this my partner is typing up a vague design document), and I figured I might get a headstart on some generic dungeon-y tiles to get a feel for the game. It's going to be a rogue-like, something along the lines of IVAN or the graphical Nethack tilesets, with some bits of Dwarf Fortress thrown in for kicks. Basically a mishmash of some of our favorite things, combined with some original craziness of our own.

Some of you might recognize the people sprites; they're from an old failed project that I was posting on these forums called SIN.



Please do tear these apart! I'd love to hear critique.

Get to tearing, and have fun! Enjoy the eyecandy  ::)

UPDATE:


UPDATE:

60
Pixel Art / Re: C&C tiles
« on: November 15, 2010, 10:47:36 pm »
I dunno if I'm just a weirdo, but when I blur my vision they look fine, but as soon as my eyes return back to normal focus they seem too detailed. Dumb down the amount of things going on, don't texture quite as much, and they should be great!

There's my two cents, sorry if it isn't terribly helpful...

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