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Messages - Tidbit
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31
Pixel Art / Re: Help with Cave tileset for platformer [C&C][WIP]
« on: November 12, 2013, 03:27:47 am »
i like the middle one. left is leaning back a bit and right is a bit short
I do as well but I can't really use that size as I'm working with a set or restrictions for the character, I could always change those but whats the fun in that?

32
You've come a really long way! I think the only thing that stands out to me now is that right hand. Fix that and I'd call your piece done  ;D

33
Hey, just wanted to share an update, and get more thoughts if there are any out there. After some feedback, I decided to drop what was a very stylized look for grass, and instead try and make a rougher texture with thinner blades that don't stand out quite as much. Again, comments and criticisms are welcome.



Thanks for looking!
I like the new colors you have but I don't like this new grass have it looks a bit more like green noise than grass. Have you tried applying these new colors to your old grass image?

34
Pixel Art / Re: Help with Cave tileset for platformer [C&C][WIP]
« on: November 08, 2013, 06:52:28 pm »
Aaaight guys, sorry for the delay in providing a new update. I took Coffee's sprite and made two other variations of it.

The middle one is a bit of an experiment with the style and posture correction and the one on the far right is a more direct translation of the style to my character from before, which really looks much better with the applies changes. I did my best to keep the same dimensions as I am working with some restrictions for the character. I also tweaked the tiles to tone them down a bit and to provide more contrast between the character and the tiles which I think turned out pretty nice.

35
Pixel Art / Re: Help with Cave tileset for platformer [C&C][WIP]
« on: November 07, 2013, 12:07:52 am »
I don't think It's a matter of the character being more simple than the tile. I believe it's the different kind of palette style you've chosen for him. I would probably drop the outline on the character completely since everything else don't have it, like mentioned before. I also made it a bit bigger cos the extremely small version makes you have to squeeze things together so hard it might miss the actual style you are looking to have overall, or at least ended up with on the tiles. I also wouldn't change the tileset to match the character. Your tileset has a lot more effort and thought behind it than your character have atm.




Also try not to post these huge upscaled images (Now I did since it already was there). It's handy for people that want to help you by doing edits.
:o
I love you so much right now. That really helps me out a lot, as the character I was using was an edited version from a really old and outdated project of mine and I guess it was restricting me more than I had realized. Thanks so much for the edit, I'll pop back on later with my own take based off that <3.

36
Pixel Art / Re: Help with Cave tileset for platformer [C&C][WIP]
« on: November 06, 2013, 09:38:07 pm »

Very true, I like that it helps it pop while at the same time it feels unnatural stylistically here.

Maybe if the dark saturated reds were just on the borders instead of throughout or perhaps change the dark saturated colors to match the insides of the sprite?

WTB extra time to make edits for people! >_<
Alright, so I messed around with the character a bit and came up with three other variations:

I like the one on the left which has the deep red for the outline with colored outlines on the inside, which I think looks pretty good. I think the biggest problem is that the tiles are far more complicated than the character which is simple and rather cute looking. I'll check back in a bit with an updated tileset that will match the character a bit more.

37
Pixel Art / Re: A Robot I Made
« on: November 03, 2013, 09:25:38 pm »
You applied shading with a light source (good  ;) ) but then each part of the robot is shaded equally, and no part casts shadow onto others, just as if your robot was a set of pearls laid on a table.

Thank you for the tip, but in all honesty, this sprite is free hand and I have no clue as to how the pieces on my robot would over-lap, not counting the skirting and the shoulder guards.
If that's the case then you should think of your sprite as a 3 dimensional object (which it is since it's being hit by a light source) as opposed to thinking of it as a flat one. It's a little hard to grasp at times especially when working with something moderately complicated with a lot of parts but once you start doing it you'll see how each part interacts with the other in terms of light and shadow.

38
Pixel Art / Re: Help with Cave tileset for platformer [C&C][WIP]
« on: November 03, 2013, 07:31:29 pm »
Well, your tileset is very generic at the moment. It also feels like you rotated one block (either vertical or horizontal) to get every angle you needed, which makes it feel very unnatural.
The rotated tiles were for a placeholder while I worked on the real angled tiles. Do you have any suggestions to break up the monotony of the tiles? I've never done cave tiles before so I'm a little unsure of what direction to take.

edit:

Alright, I finished the angled tiles:

Just a thought but I would shoot for a multi layered background, something that scrolls at different speed to the foreground or even 2 layers of the background that scroll at different speeds to each other an the foreground. That way you can do simple 'fillers' but they look a million dollars.
I believe this is what you meant doing? I altered the original sheets colors and then made three other copies with darker hue-shifted versions of those tiles to be used in the background. I think my tiles were really helped with the addition of the more natural looking slopes as well.

39
Made him bigger? I didn't change his height at all, all I did was add that fourth shade of color which was a midtone and filled out the structure of your character better. The height is the exact same as before and if you compare their heights together, they are indeed the same. You need to have another shade of color that's darker than your highlights because the lighting to have needs to be softened to make it look better, like how I did in mine. But I suppose it's all a matter of personal preference.

40
Pixel Art / Re: Cave tileset for platformer [C&C][WIP]
« on: November 02, 2013, 07:04:51 pm »
Minor update on tiles and example:


Would really appreciate some feedback guys, this thread has close to a hundred views already and I'd be shocked if there was no one on this board that had at least something to say  ;).

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