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Messages - Beetleking22
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Pixel Art / Re: Understanding water flow in top down perspective
« on: March 14, 2019, 07:15:29 pm »
I made the corner wavey.. I need add more tiles.. so the water does not look repetitive.

With more tiles

Pixel Art / Understanding water flow in top down perspective
« on: March 13, 2019, 10:04:37 am »
I really want make realistic and dynamic looking water in my game without using any Program Script or shades. I have only seen two piece of art with very impressive water flow.. One is from  Cocefi and second is from Decroded. I really want achieve same dynamic feeling in my water. Im still noob when it comes to water flow.. So I really want understand them better.

So here is bunch of question I want ask.   

So If  I understand right.. If the water is deep.. This darker shade is supposed to be reflection of the cliff? If the cliff is much higher.. Does it  means the shadow need to be higher too?

2. Does water flow fast only if there is waterfall nearby? Does normal wind make it flow as fast or just slower?  I tried to capture simple wind/waterfall movement.. Not sure If im doing it right.. This has just only 1 tile..

3.  How does the water shadow reflection animation works? I have watched some of Studio ghibli water shadow movement and real life. They seems to very Whobbly and wavey. I really have struggled to make the water flow like that in past.. So im trying still achieve the same flow.

Challenges & Activities / Re: The Daily Sketch
« on: October 10, 2018, 09:33:47 am »
Tried to polish my old work with better cluster. The colors are much worse than original because my monitor are so fucked. When I try to upload the original colors it turns to grayish for some damn reason. No matter if I use png. There are still some errors that I haven not yet fixed. The perspective of the top part of the weapon does not fit with the rest of the weapon. The down shadow are also placed in wrong direction.

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Challenges & Activities / Re: The Daily Sketch
« on: March 21, 2018, 06:45:56 pm »
Pixel trash bin stuff.

Pixel Art / Re: Bird animation Critique.
« on: May 19, 2017, 11:24:56 pm »
I think there is 1 frame too much of his wings rising, it should be an inbetween instead. I tried to make this edit myself to see if it worked but wings are hard, so please forgive me.

Yeah I notice that.

No problem! Better? Or are the  last wing too low?

Other than that I think that by changing the frame rate of some frames could make the wing claps a lot more heavier. Probably doesn't fit such a small bird, but if it was a bigger bird it would definitely improve it.

I have done that in Original version but I cannot show it because when I save it it looks slow..

Pixel Art / Re: Bird animation Critique.
« on: May 18, 2017, 02:37:24 pm »
I got some help from Tig forum. It seems I had some problem with position. The the small touch  like position improves a lot.

Old :

New :

Pixel Art / Bird animation Critique.
« on: May 16, 2017, 03:41:52 pm »
Hello guys. I started to animate again but I tend to make a lot of erros because Im still pretty noob when it comes animation. I would love to hear some  criticism. The animation supposed to be faster but when I saved it as Gif it turned to very slow.

Challenges & Activities / Re: The Daily Sketch
« on: December 22, 2016, 11:51:19 pm »
@wolfenoctis Very nice!

Pixel Art / Re: Too bright colors?
« on: December 15, 2016, 12:38:47 pm »

I played around with the idea of making a less saturated version of the original garish green show through as pools under darker patches of grass. You were probably aiming for a less wild and dry looking grass, but it was fun :)

That is awesome edit! I was actually planning to do similar thing. Make dark grass variation for variety  + it would also reduce  bright empty spot.

Maybe stick with the current colours you got right now if you're happy with them. Just keep updating this with what assets you're going to stick into the mockup, I wanna see how far you take this  ;D

You're right about minish cap, they have a similar brightness that is shared with this mockup of yours, but all the assets that are on each screen sort of tone down it down on their own when you have things like dirt walls, water etc. Just throw more thingies into the mockup \ o /

Thank you skittlefuck you are great inspiration. I will update this in pixeljoint when it is done ;)..

Pixel Art / Re: Too bright colors?
« on: December 14, 2016, 03:40:24 pm »
Future Boy Conan used its more saturated colours sparingly, it didn't fill the screen with them. The anime felt bright specifically because it juxtaposed bright colours with more subdued colours, making the brighter colours feel even brighter, while also not causing eye strain.
Study how it used colours, not just the colours it used.

Im more inspired about setting of future boy conan + story than the art style it uses. So I never even studied it in first place. Minish cap had bright colors but they filled the environment with a lot of stuff which made the grass color less eye straining. My piece does not have much content and it has big open empty space of bright color.. Maybe thats why it looks eye straining in first place? I will add a lot of content which I hope reduces the brightness.

@Ozego :) Yeah I figured this out! Thank you guys for big help

Thank you for reply! I think that is the problem I have and I should not worry about the bright color. In some monitor it looks fine but my Brother for example has very expensive monitor but everything looks super bright in his monitor... When I made it darker it looks fine in my brother monitor but with mains it just ruin the the tone which make my brain very conflicted  :blind:

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