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Messages - Tidbit
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Pixel Art / Re: Janus 2D Exploration Platformer [WIP][C-C]
« on: August 25, 2014, 07:20:11 am »
Thanks for all the crit so far everyone! I'm a bit upset with myself that I didn't release something more finished for the new tilesheet but oh well.
The pillar objects are intended to be jump through solids which is why there are a large number of them throughout the level; although, I liked the idea of having some pillars as background elements so I went ahead and made a BG prop variant:

I'm going to have to change the wrap around flora for the pillars in the back as I think it looks pretty bad. I also think I'll be scraping the tiles I posted earlier as they just dont fit what I'm going for in the world. I think if I'm going for a constructed look I'll have to slowly build up those elements in the tiles as opposed to having two drastically different sets of tiles in the same world since they'd look really out of place.
Also, I implemented some of the character edits.
I'll have more to show when I wake up, it's bed time for this guy (its almost 3:30am!)  :blind:

Pixel Art / Re: Pixel Characters - Feedback Needed!
« on: August 24, 2014, 07:08:58 pm »
I like these a lot actually!
Images 2 and 3 seem very well laid out and look like a lot of attention was put into their proportions while image number 1 seems to be a little lacking in that department. I think it might be because of how his body seems to be turned and that there isn't a very strong line for where his legs and chest meet. I also feel that number three could use an extra shade of dark skin tone on the bottoms of his arms just to help with the distinction, not a whole lot mind you.
I'm excited to see where you continue to take these, I really like them!

Pixel Art / Re: Janus 2D Exploration Platformer [WIP][C-C]
« on: August 24, 2014, 06:31:05 pm »
Here's a pretty minor update on some tiles for an underground ruins area:

It's still very unfinished but I'm trying to carry along some of the style choices from the screenshots posted above.
I would really appreciate some CC on the tiles and the animation above since all I've gotten is something about the shades of green I use in my grass; I know no work is free of errors so please, fire away!

Pixel Art / Re: Janus 2D Exploration Platformer [WIP][C-C]
« on: August 17, 2014, 12:43:07 am »
I think it might be worthwhile to up the contrast of the two greens in the grass. It's very hard to distinguish between the colours unless I'm looking veeeeery closely.
They actually aren't meant to be different shades of green (save for the minor highlights), the color variation is from when I was tweaking the main ground tilesheet (which I have separated from the flora for special reasons).


Unless what you meant were the darker shades of green that I use in a few places? If that's what you meant then I totally agree that they need to be a bit darker or slightly different hue.

Pixel Art / Janus 2D Exploration Platformer [WIP][C-C]
« on: August 16, 2014, 10:28:40 pm »

Hey gang,

It's been a while since I've posted on here (about a year) and I'm working on yet another project! It's funny how one drops and picks things up after a while but I feel like I really have something with some good honest substance this time around. I wont dive into the story or any of that, seeing how I'm looking for critique on a number of things.
Lets start off with some screenshots:

Aside from wanting crit on the overall design and atmosphere of my map, I'm also looking for crit on my new walking animation:

I haven't made the arms yet because I'd rather finish the legs before the arms just to keep things neat and simple.

I uploaded the main screens in 2x but can easily provide 1x screenshots for editing purposes if anyone needs them (I was simply too lazy to change the camera scaling settings which would've taken all of two seconds).  I always appreciate the comments and ideas given to me when I visit this board, so I look forward to what you all have to say this time :)

That's not bad, but it's still not what I'm looking for. The reflections on the diagonal bits still don't resemble the above grass at all. Thanks though.
Thats because he's taking the perspective into account. If it was a perfect replica of the grass above it would look unrealistic. The water surface reflecting the grass is below the the grass, not above it, so the reflection will of course show what the grass looks like from below.

Pixel Art / Re: Health Bar
« on: November 21, 2013, 06:10:25 am »
So, I saw this thread like 30-40mins ago, right? So, being the crazy college kid I am, I thought that 12:20am would be a fantastic time to whip up a little sprite sheet for you to help demonstrate a more proper technique for showing cracks and how light reacts to them in a three dimensional space  :D.

The thing to remember with pixel art is that you're always working with a three dimensional shape, it has depth which your light source interacts with and results in something look like what I have above. I was going to make these 32x32 but some how they got cut down to 20x20 which is a weird size. Anyways, if you take a look at frames two and three which I believe are the best (frame four is a bit iffy but works out) you can see that I have the highlights under the crack line, this helps fool the eye that there's a nice pixelly crack in that there gem stone.
Unfortunately, it is 1:09 am  and I'm having trouble getting my brain to crap out an explanation better than that. So long as you take away the idea that you're working with something 3D in a 2D environment, you'll be okay  :).   

Pixel Art / Re: Help with Cave tileset for platformer [C&C][WIP]
« on: November 17, 2013, 07:38:55 am »
:) You really don't want your terrain to take more attention than your sprite(typically).
Thin may be good for this case.  Your terrain is already 60% of the mockup and the other terrain in the background fills almost the rest.  If you go much "thicker", your terrain may pull too much away from the action.

Are you running off of a 2x zoom or anything?  That might help a lot to bring the attention squarely onto the subject and it will also make the tiles feel much more fleshy up close.
Yup! I'll be running this at 2x. And you're right, the terrain being a bit thinner does help pull more attention to the character over all. Thanks for pointing that out, been looking at these tiles for so long it's hard to see them in a different light  :blind:

Pixel Art / Re: Help with Cave tileset for platformer [C&C][WIP]
« on: November 17, 2013, 04:40:52 am »
Alright, so I went a head and tweaked my entire tileset and toned down the colors a bit for them as well, while also using the new character colors you posted above. Here is the result:

I like how the tiles look now, but things seem a bit... thin now. Although, I might decide on using dynamic lights for this game so the number of viewable rocks on the floor, ceiling and walls might not be an issue.

Pixel Art / Re: Help with Cave tileset for platformer [C&C][WIP]
« on: November 14, 2013, 04:24:11 am »
Thanks for posting at 1:1 scale  :y:

In that case, he looks fine and should match other sprites you add in.
Since he is really pushing the boundary, he might bleed up 1 pixel when you make him run but that might look acceptable.
Just a suggestion though that it can be interesting for gameplay (as well as visually) if the hero is say 1.5 tiles high, and needs to crouch to fit through smaller gaps.
You can afford it too with that resolution.

I also feel the sprite's colours are a little subdued and could do with a touch more saturation and/or you could further tweak the colours of the surroundings.
Notice for example, coffee's version has a brighter and more saturated cluster for the belt buckle?
This helps give him visual priority.

The thick white line in your tileset is a bit overpowering and taking away from the all-important border on the edge of the playable space, so I had 5 minute fiddle to blend it and make some sharper, more planar edges...

Ahh, I love those tile edits! I really appreciate your opinion on them and will get to working on them right away, the cleaner look on the lower rocks definitely looks way better than before. As for the sprites colors, I used the exact same colors from Coffee edits so I'm not sure why the yellow of the belt buckle seems to be different. If anything, I play around a bit more with the tile colors and try to maybe tone them down a bit and see if that helps with what you were saying. I'll also have a walk animation to post that I've been working on and the others will probably come in the next few days or so now that I actually have the time to work on them.

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