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Messages - Joseph
Pages: 1 [2] 3 4 ... 25

11
Pixel Art / Re: Rpg Character Coming To Life - Your C&C Needed!
« on: June 09, 2008, 03:40:08 am »
his arm grows twice as long when he waves.

12
Pixel Art / Re: 2D Fighter RPG (walk cycle WIP)
« on: June 06, 2008, 06:11:39 pm »
maybe bend his toes, it's too robotic.

13
Pixel Art / Re: First RPG Character | Work in Progress Game.
« on: June 04, 2008, 04:04:13 am »
gamemaker doesn't loop gif's and doesn't support frame speed.

14
Pixel Art / orc - I guess - anatomy issues
« on: May 29, 2008, 01:07:46 am »
earlier today I was truely inspired by Opacus and his gorgeous orc edit for someone.
  :o

so, being inspired and all, I took a shot at it...and thinking I knew a decent amount about anatomy, I was wrong.

I think I'm doing good from the top down, until the red line.

I was wondering if someone could please fix the abs and show me how it's done.

thanks.

15
Pixel Art / Re: A newcommer & his Introduction Art
« on: May 28, 2008, 09:52:38 pm »
you're blurring.  pixeling is all about drawing it pixel by pixel without having a tool to render the job for you.  also, it looks like you made a small tree, copied it, pasted it, stretched it out, and repeated to get your perspective on the forests.  not the way to do it.
if you have more than one tree, draw all of them, or least come up with a bunch that you can copy paste and combine to create an area.  you're using the same tree almost everywhere.

and I think you have the wrong idea about what anti aliasing and pillowing shading are.
anti aliasing is basically smoothing rough edges.  you use different shades of your rough edges and basically blend them accordingly.  this does not mean blur!
again, you place each pixel manually, no tools other than the one to place a pixel.  there are plenty of aa'ing examples out there.

pillow shading is...well, your outcome looks like a pillow.  bright in the middle and gradually gets darker all the way around it.
people use pillow shading in round objects mainly, and they forget about the light source.  shade away from the light, as you'd see it in real life.

16
Pixel Art / Re: Re-spiffying old sprites
« on: May 28, 2008, 06:03:04 am »
I can't tell.  slightly bigger=better.

17
You've improved, there's no doubt, but I can still see plenty of room for even further improvement.
I took a stab at it:

18
Pixel Art / Re: A tileset..
« on: May 26, 2008, 09:09:13 pm »
yes, and your character's hair is really bright compared to everything else in this game.  and he looks awful cliche.

19
Pixel Art / Re: Biker Bob vs Suburbian Zombies (updated)
« on: May 26, 2008, 09:06:08 pm »
the walking looks like this left leg is moving front to mid, and his left is just dragging.
the new bat swing is excellent though, and yes, I totally agree with secondary attacks.

20
Pixel Art / Re: Such a Pkmn geek, WTF. D:
« on: May 26, 2008, 04:25:54 am »
seeing a wide pokeball isn't very eye pleasing my brain.  just looks like a fake pokeball now, even though you're right, but it still looks odd...both ways actually.
something needs to happen with that pokeball though.  there's no reason why it would be straight on like that if the sign isn't.  what if, you finished the roof, without the pokeball sign on top of the canopy, and made some columns to hold the front of the canopy up.  then, attached to one of the columns, is a pole sticking out and a pokeball (wooden) sign is attached...you know, those signs that swing on small chains.  it'd have to be a smaller ball, so maybe it wouldn't look so weird being straight on.  having a small pokeball on the current sign wouldn't use up enough space.

it sucks, I know, but you get the point:  (whoops, forgot to take out the original sign)


the dome is looking much better, and yeah, the tops are the same color...I don't know what I was seeing earlier.

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