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Messages - StaticSails
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71
Pixel Art Feature Chest / Re: Time for some help: My Minecraft texture pack
« on: February 08, 2011, 08:37:46 am »
Regardless of how these look wrapped around 3D cubes I think the 2D product is very beautiful and has great use of color. The inventory icons are great so far. I've honestly been visiting this thread to see what you're going to do for the armor.

I grabbed your monster skins and think they look pretty good in the game, shame the character's skin can't match these.

Anything that is supposed to be flat like wood, bricks or stone looks pretty good. Everything else sort of makes the lack of REAL texture a bit obvious.

I'd really like to see that armor worked on a bit more.

72
Pixel Art / Re: Scientific AA help
« on: February 06, 2011, 08:39:03 pm »
I don't think I understand why you want a scientific approach to this. In most of your examples it looks blurry instead of smooth. Maybe you should limit your palette or use a palette like c64s with less than straight color ramps.

Also be nice to see all of these "experiments" applied to something other than basic rounded colors. Maybe take something from the lineart thread. You can practice more than just AA. You can even attempt to make more monsters or whatever in the same style. Now wouldn't that be a nice little project. While I'm more than happy to see people asking for help, it's sad seeing it go to nothing.
I might be a little cynical or even out of line but recently there's been a lot of nothing posts on pixelation. Can people wait until they have some substantial before posting? There are plenty of GOOD examples on this site and quite a few others.

Consider looking around the site. There are plenty of topics on anti-aliasing that can answer some if not all of your questions.

73
Pixel Art / Re: [WIP] Chaos Chimera
« on: February 04, 2011, 02:10:22 am »
You shouldn't rely on pre-existing palettes. You know when I paint I pick a few colors I think would work nicely together then slap it on a canvas. Now I understand things aren't like that with videogames, BUT!!! it's still good to start with a ... starting point.

Is your game set in a grassy knoll?
GET SOME GREENS AND EARTH TONES! Then scatter in some other colors to break it up.
Is you game set in computer?
RIP OFF TRON AND KEEP THINGS MONOTONE!

Ignoring all of that you're kind of using color in the silliest of silly ways.
Your yellow alien freak has THREE (3) colors on the underside details of it's head.
Pink, pink and red.
Drop one of the pinks and smudge that eerily similar red where it once was. You have one shade of blue and three shades of pink. I hope to see more pink marshmallows in this game otherwise I'm disappointed. But I'm not angry.

Your yellows are a straight boring ramp. Couldn't the middle tone be a little more orange or the brightest tone be a little more green or something to tie this dame of a palette to the train tracks together?
Try to get a full spectrum of hue, saturation and value. Please nod your head in agreement as you read these.

Oh, and read up on stuff:
http://www.wayofthepixel.net/pixelation/index.php?topic=4306.0

74
Pixel Art / Re: Shading
« on: January 31, 2011, 11:04:29 pm »
The eyes look very..... not like eyes. You don't need white to represent the eyes.

I made them look sunken in. It's just black. But you know they are eyes.
My anatomy is whacky, but it's a step in a direction. Use some anatomy references to get something that looks more human.
Great references on this site

75
Pixel Art / Re: Polluted Sky
« on: January 31, 2011, 04:53:28 pm »
What?? How does your layer breakdown facilitate parallaxing?
I dunno if I should be speaking for him, but I suppose he's simply dividing the background into sections of depth. It might not look right, but I'm sure he's working with it in a way that he know will work.
I know I shouldn't be speaking for Mathias, but here goes nothing.
We're familiar with parallax scrolling, but aren't things like skies and clouds set up in straight lines to give the illusion of endlessness? Some time ago there was a user that was making some amazing parallax backgrounds. Maybe they were just endless backgrounds... regardless they follow similar rules (of thumb).

Though I guess this could work because mountains are frequently used on parallax backgrounds.

I guess we'll have to wait and see how this works out THEN address the issues.

Mush, I'm a little worried about the dithering you're doing with transparent. If your light golden dithering goes over one of the darker colors then it might look ... off. But I would like to see some dithering within each parallax layer.

On behalf of Mathias. ;]

76
Pixel Art / Re: Zombie Mountain
« on: January 23, 2011, 07:51:47 pm »
That heap of zombie-things could probably loose the black lines. And less vibrant colors too!
Sketch this out a few times and look at a lot of of references.

Did a quick edit, softened those black lines with a dark brown, changed the pose a little, scribbled on the moon and clouds.
ME <-- --> YOU

77
Pixel Art / Re: Gorr the Barbarian
« on: January 05, 2011, 05:01:03 pm »
I hate to break this to you because I know a lot of work was put in this buuuuut when walking like that it's more practical to have the leg crossing over do so from the back.  Otherwise you are walking forward with the leg that is further away from the direction you are going and continuing to do so until you stop.  By having the back leg cross behind the front you are making it the leg closest to direction you are going.  I've made this mistake before and I was corrected by my martial artist friend and he was kind enough to show me how awkward it is to cross over in the front.  I just tried it right now and it really puts me off balance. 

Some visual aid courtesy of Richard Williams


This is true, but do you think it applies to this kind of walk? This is more like a ... shuffle? He's sort of side stepping, almost cautiously. You might be right and regardless you did provide some very important information (that I tested out myself) we should all keep in mind.


Just tried the Barbarian's walk, it feels like a spy's near a wall kind of quiet creeping. Hmmmm...

78
Pixel Art / Animations and tiles.
« on: December 27, 2010, 04:19:37 pm »
It's been while since I've done any pixel animation and a slightly less while since I've done any animation. So I picked up an old project and dusted off some pieces.
Hero:
Mockup:


I think the animation is fairly smooth other than the left (his right) leg. He could probably benefit from some contrast and maybe some lines to fit in with the style of the tiles a bit more. But after three good college tries line work seems impossible.

The tiles are fine (for me) but wouldn't mind figuring out a smooth solution for the dirt for the slopes.

Hi.

EDIT: Simply played with the speed of the animation and the colors.
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