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Messages - rustEdge
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11
Pixel Art / Re: Prison in the cellar
« on: January 25, 2010, 03:03:48 am »
Adding an arch to act as a frame for the rounded door would also add definition to the door. It'll also keep the door from looking like it's just leaning on a solid wall. Most of older architecture don't have the luxury of having mortar and cement to keep openings from collapsing on themselves. Having either a single slab of stone or plank of wood on top of a square door should work as well.

12
Pixel Art / Re: Need some help
« on: January 19, 2010, 08:50:39 am »
I don't think this is supposed to be on the pixel art board... (1754 colors, brushes have blending, no pixel-level edits.)
Anyway, my recommendation is to first have a concept image for your character depicting him in another pose or angle. There are tons of reference images of character sheets that you could study, as well as specific sites that specialize in this.

13
Pixel Art / Re: Game mockup
« on: January 19, 2010, 08:45:33 am »
I think for the most part I see a color balancing issue. Everything feels like they're the same depth. Same level of contrast on average. Hue shifts are present, but the saturation again is constant. is Besides the base grass and road tiles, almost everything is pretty saturated. I've checked the color palette. There's a lot of colors set to max saturation (255/ 100%). Highly saturated colors + dithering = massive eye strain. especially if you start scrolling the screen.
In games, there are visual cues as to what objects are supposed to be the background, stuff that can be traversed, and stuff that you can interact with. Application of shadows would give a certain degree of three-dimensionality to most of the objects in the scene. high saturation on interactive objects would also help with navigation for the player. Reducing saturation on land and vegetation tiles would help reduce eye strain. Most players also unconsciously treat low saturation on objects means they're either inane props or tiles they can walk on.

I've done a few edits on your image to show what I mean. I apologize for the water corrections. I haven't had that much experience working with reflective materials.



So again, desaturate the whole image, saturate only the important parts, and apply shadow/ highlights on important things to make them stand out.

14
Pixel Art / Re: Rocket Drop
« on: January 15, 2010, 03:21:17 am »
The colors, the concept, and the idea are great.

I think my only peeve is the composition, specifically on the bombs. They have varying sizes, but the coloring is the same throughout. It's hard to tell whether their sizes are different, or they're the same size, but different distances from the viewer. It would be great if there's a way you could show how large a bomb is compared to a building. To me it looks like we're right in front of the bombs and the city is at least 10 miles away in the distance.

15
Pixel Art / Re: how about this creepy tree
« on: January 13, 2010, 03:47:29 am »
Trees that have facial features look creepy because faces aren't supposed to be on things like that. Fiirst should draw just the tree, add in detail like bark and shading. After that, start chipping away at the bark until you get something that looks like a mangled face. Then you could add glows inside the eyes, or a few more details like a crow or a dead leaf.
A little note on shading too. Don't be afraid to shade along the direction of the grain. It'll add more dimension to your piece. ;D

16
Pixel Art / Re: Chibi RPG Base
« on: January 13, 2010, 12:04:08 am »
What everyone earlier mentioned, a walk cycle does not have any frame that matches a standing pose. That specific walk cycle is similar to Pokemon, but it was used so they could save two frames from the walk cycle and the idle stance. Then again, on the latter releases, they've also updated the main character's run cycle. It is more dynamic, but they still left the walk animation as-is. I think it's just because transitioning from walking to standing still happens so often that they didn't bother to update.

Back on the topic... Here are a couple of quick cycles I did. both use 4 frames each.



Shifting the weight of one leg on the in-between frames gives a more dynamic feel to the character. Also take note of the running animation. There is a frame where the character begins to go down, absorbing the impact of his footfall. (arms aren't that great, i know. but they do give a bit of character, aye?)

The original walking loop looks more like he's sliding on the floor, like he's on skates.

These tweaks shouldn't be that big of a bother. Hope this helps...

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