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Topics - Ambivorous
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11
General Discussion / Suggestion: Systems for transitioning newcomers
« on: July 08, 2014, 05:33:46 pm »
Couldn't find the suggestion thread, so here we go.

I've noticed a level of annoyance/disheartening with regards to members who join, post a few things, ignore advice and then disappear.
I'm always trying to think of ways to automatically manage this kind of thing (and am generally interested in designing systems), and one came to me last night as I was trying to fall asleep (of course).

The idea sparked while I was thinking about pokemon (what else) and it initially revolved around the use of gym badges. Using gym badges isn't necessarily the best idea, it works as a decent example.
I have two versions of the idea that are closely linked, but separate enough for me to feel they deserve to be split, so here we go. The first is more concerned with people who've been around for a little while, and the second with newcomers to older members.


Idea one: a more literal take on the gym badge idea.

Pixel art has many styles, techniques and key points. We'll begin with the idea that each gym leader's type corresponds to a particular facet of pixel art (but not that there are 8 of them or anything like that).

We have clusters, which is something I see more and more of on here, but we have a lot of artists who do not really focus on clusters (and of course those who do). We have those who stick to low colour palettes and other restrictions. We have those who post artistic pieces as opposed to your general mockup.
Potentially, we could classify these different approaches into different categories (loosely of course, we don't want anyone just learning one facet and ignoring the rest) and have rewards for once members have managed to fully understand the concepts of a specific school.
The example would be that a member has never done animation. Only stills. This means he does not own the "animation badge". If he wanted to get the badge (gameification of him just improving his skills as a pixel artist) he would need to start doing animations and follow the advice of the animation experts ("gym leaders"). Once he has attained the necessary skills and delivers consistently good animated pieces he can be awarded the animation badge, and it will go on his profile for all to know that he is the true poke master.

I feel this adds that extra means of inspiration to a task that could spark the resolve to learn new things. It could also show new comers immediately that this member is well versed with animation and that their advice should be considered thoroughly. And of course it's pretty shiny thing to aim for.


Idea two: Well done you are progressing through the stages of being a useful, contributing member.

This is a lot simpler as a concept. You just reward members for doing certain things.

Posting in the introduce yourself thread (and reading the rules) would fetch you a badge that shows everyone that you know how to post on a forum in the introduction thread. Further badges might indicate a hard worker (who will post art, accept critiques and applies the changes and concepts learned consistently). A helper badge for someone who often helps other members with critique. That kind of thing.

May require a hierarchical system to allow regular members to nominate new members for badges, and only veterans to nominate for the more specialised badges.


And yeah, I think these things (after being discussed, planned and adapted correctly and more thoroughly) could help with encouraging new comers to get involved and stick to their work, and convince the more regular members to help out more and/or learn more. It may even make managing the forums a little bit easier.

Also I'd love to see some of the guys here pixelling some awesome gym badges.


Even if this idea doesn't sound good, or is impractical, a discussion should definitely be started to find a way to transition newcomers into valued, contributing members.

12
Hello again,

I'm needing some help with a tileset. I have put off making a tileset and mockup for quite some time because I know I am not very good at it. This is me forcing myself to do one.
I've always liked harvest moon from the SNES and it probably influences me more heavily than I realise.

Here it is:


I do not like my long grass, the chicken just seems to small no matter what I do and my short grass may as well be copy-pasted from some generic game.

Things I want opinions on:
Should I make the fences a single post rather and then simply join adjacent posts with planks?
Should I add some grass around the bottoms of the posts?
Will I get away with the stone as is, or should I make it appear to be slightly submerged in the ground?
Should I make 9 versions of the long grass so that there will always be edge pieces around with a darker outline or something similar?
For the short grass, should I stick with something like this, rather add a few patches of grass/ground, add flowers, other [specify]?
I should make some dirt tiles.

And of course please help me with anything that will help me unify the style of the entire piece.

Oh also, if you want me to add something to the mockup let me know and I'll try to pixel it (something that actually makes sense to be in it of course, like a farmer, or a pumpkin).

13
Pixel Art / Side-view, posing OC for an Avatar [WIP][C&C]
« on: June 23, 2014, 07:17:03 pm »
Hello there,

I don't have an avatar, so I'm making one.
Inspired by this image that coffee posted in some thread here and also every pokemon trainer sprite ever.


I really only have two OCs that I enjoy drawing a lot, and I'll probably do the other after this one.



So I've been staring at this too long of course. I've even exhausted my horizontal flip button.
I can't seem to work that fore-shoe - you'll notice it has a unique blue on it, because I just couldn't find a good shading with the other blues I have. Shame on me, please help!
Then I'm also having issues with the sword, the hair, the face and the hat. By which I mean I am stuck and can't understand what I'm doing wrong and/or how to correct it.

Please also point out anything else I missed/did horribly incorrectly.
Thanks in advance.

EDIT x4 COMBO:


So I just sat down to revisit my palette, which to be fair was in disarray. This allowed me to get that fore-boot closer to where it should be. I also added some extra detail to break up the blankness.
Then I set my sights on the head and just applied stricter rules to define the forms rather than trying to get it to look right through trial and error.
Think I've made some valuable progress here.

Desaturated the blue and green for this version 3. Figured I could always bump all the saturation at a later point, as long as it all goes well together.
More work on the fore-boot and hair/face/hat and simplified the sword majorly.

Version 4 - I messed with the lighting a bit, trying to get it more uniform throughout the piece.

For version 5 I just redid the whole head from scratch and darkened some of the outlines. The redone head was actually inferior, but I learned a lot about the proper lighting for it, so I edited the previous head with what I'd learned and this is what came out.
I really feel like this is pretty close to finished.

Dat hat doe. Fix'd.
Other than that, I just cleaned everything up for version 6.

Calling this done.

14
Pixel Art / Guydude in his room of averageosity. [WIP, C&C]
« on: May 23, 2013, 10:45:07 pm »
This should be pretty straight forward.
I'm going for a new style that is quick and easy to draw and apply, minimalistic, and yet still aesthetically pleasing. The idea is typical, old school JRPG-based; floor tiles are 16x12px and things have a height based on a multiple of 4px.

So far this is what I have:

The .psd file. (Noooo idea if that'll work; I've never uploaded things that aren't pictures before, I think. It's a Google Docs link, so find the download button at the top left.)

The main problems I'm having here are my choice of colours (I haven't really worked on the palette yet because of this) and adding textures (especially wood). Oh, and some perspectives are off, but the more I look at/work on them the more jumbled my brain gets.

Nooooww then: parkay flooring; that black thing on the desk is supposed to be a laptop; the black thing next to the desk is a bass amp (facing away though, what can you do); and the picture is supposed to be a strelitzia (though it's just a placeholder really). Oh and it's a window frame on the left there (door frame and knob on the right).

Plz hulp~

EDIT x2 COMBO:

Lightened up the place and edited a little. More adjustments!


I'm fairly happy with the latest adjustments, so I'll just assume no one has any objections and continue onto another scene.

15
Pixel Art / Practicing Many Things for a Game [WIPs]
« on: May 17, 2012, 10:45:36 pm »
Yo! I have heeded the advice of many and gone with the 'practice makes perfect' pitch. This is me practicing!
I'm still quite new to this whole pixel art scene, so try not to throw too much jargon at me (or add sub titles)!



Basically I am trying to make landscapes (I assume I can call them that?) for a generic sort of RPG game on hexagonal tiles. This is my first piece.

Tilable grass is always tricky, but I think I got some pretty neat grass there. I am also very proud of my earth. In fact I am very proud of this whole piece, and I've spent many an hour on it. Not sure how many, because I lose track of time when I do these things, but many!
Now I am no expert, so please give me advice on how to make this picture better, more tilable, and perhaps hand me some tricks to make things go faster? I don't expect you to give me advice and suddenly I am exceptional at pixel art, but I'm willing to spend all the time I can working on my skills (need to be good by the end of next year!) as I am studying Game Design and the second year project is a 2D game.
Also I love pixel art it is so pretty!

Right, so! There are many layers, so we can assume I can change things individually and -relatively- quickly. I've also added the entire palette that I could possibly use on the bottom right (I only used 10 of them though). I assume I will be told quickly to cut the amount of colours down!

16
Pixel Art / Isometric Character Sprite
« on: April 11, 2010, 08:10:35 am »
Hi all!

One of my friends does game programming, but is not all that impressive in the art department. I happen to be able to draw, but up until now I've never done sprites for games, and as it turns out it's quite a bit harder than I had expected.
Not wanting to let the team down, I went on the internet and found a few tutorials and such on how to draw pixel art. I decided that an isometric view would be best suited to my drawing style, and have been trying to get my mind into it.

So far I've only done one character (the rest being cubes, pyramids, spheres and other basic shapes for practising purposes), and I was hoping to get some input on it.
I started with a drawn image (by the way, if anyone has any tips on how to draw isometrically that would be appreciated), scanned it in, and then went over it pixel by pixel to make my little character here:



Meet Alex. I've drawn this character many a time before, and I think that fact made it easier, but never as an isometric sprite. There are a few things I would like to know:
Currently, Alex is just big enough to have enough detail. Should I try making the sprite bigger, or does pixel art become exponentially harder the larger the image?
How would I make the grass look more like grass? Referring to the middle bit; the edges are the only part that imply that it's grass.
Are the colours I've chosen suitable?
Does the sprite look like it is isometric?
And yeah, anything else you can find wrong.

Greatly appreciated!

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