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Messages - Tidbit
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41

Here's my take on how you should do the lighting on his body, hands and also his hammer. For my edit I removed the amount of the darkest skin tone you had to just the outline and filled the rest with the second darkest tone. I then added a fourth color which is brighter than the slightly dark skin tone but darker than the highlight and filled in the edges of the highlight with that. I tweaked the flame on the helmet to look a bit more vibrant by adding the brown from the hammer handle to a few spots in the flame and added a few pixels. I also edited the hammer head to look a bit more metallic and reflective. I don't really like how I did the hands but I wasn't sure how to add the fourth color to them but I think what I did looks pretty good. I tried removing the outline for the upper part of the nose and use the midtone color to sort of look like it's protruding from his face but it looks a bit strange and needs a little touching up.
I hope you can understand more clearly what I was saying before with this little edit :). You were one the right track with the colors but instead of removing one you just needed an extra one that was right in the middle, sometimes its the little things that really bring something together.

42
Pixel Art / Help with Cave tileset for platformer [C&C][WIP]
« on: November 02, 2013, 06:30:08 am »
Hey gang, I've been working on a platformer with a friend for a while and I've finally gotten around to making some proper assets for him to use. I currently have four-five character animations and a cave tileset in the works since caves will be the main area focus for the game.
Here are the tiles, and here is a very early mockup of the tiles in action
 
(the spikes and other assets are just placeholders)
They are 16x16 and use a total of five colors so far. I've already noticed some repetition in the ceiling tiles but I think I'm in the clear for the others so far. I'm going for a bit of a classic-ish feel for the tiles but I'll gladly change the style if it fits the character better.
Any ideas and or suggests for BG tiles or things I can use to help fill out the levels aesthetics would be much appreciated.

43
I love the new hammer ;D! These new versions are definitely the best and I think you're heading in the right direction with the muscle structure but I think you need a color right below the brightest skin tone to apply around the highlights to soften them just a bit. They're a bit harsh right now as can be seen on his arms and pecks. You're making great strides though!

44
Have you tried using the solid colors for the chest and then sort of sculpting out his muscles by using highlights and shadows instead of individual lines? Think of it as if you're molding clay, fill the chest with your middle tone of skin color and then fill in the darks and lights where needed  :). I know that it probably sounds weird and a bit of a strange technique but I think it'll work out for your sprite really well.

45
That is definitely a step in the right direction! I see you're trying to use dithering to shade your had and a few other places on the body. You may want to clean that up a bit to help the readability of your sprite. Aside from that I think the thing that stands out the most to me are the super round shoulders and the way that you're drawing the muscles on his chest and arms. Instead of using lines to show that he uses muscles, try to use your lighting to make those forms more visible and realistic looking.

46
Pixel Art / Re: [WIP] Space Platformer Tileset
« on: November 01, 2013, 09:15:43 pm »
Why not? :) You'll have more work to do, but game will look way better. You should take your time and create wide variety of tiles, that will enable you to create more interesting visual impact.  :)

Again, I suggest you to improve your main character, and to think good about enemies, cause that's the thing that can make your game stand out. You have the good foundation, you just need to continue your "building" process. Good luck.  ;D

I personally think that his character sprite is fine as is now. It's cute and simple and easy to look at without getting distracted with it's details. If he's going for a more Cave Story approach then I think he'd be in the clear and call that particular piece of it finished. Granted, I've only looked at your screenshots and not your video so I can't really say anything about the animations  :P
Looks really cool so far though, I love your lights!

47
Hello there!
While I might not be the most experienced pixel artist out there, I think your biggest concern right now is the direction of the lighting. The way you've shaded the hat and the pants it seems to be coming from behind, but with the body and the rest of him it seems to be coming from the front of him. You have a candle attached to his head so I would assume that the main light source would be coming from there. With that in mind you should also be thinking of your character as a 3 dimensional object as opposed to a flat one as your lighting at the current time makes him appear that way.
So if you think of it that way, your candle flame is creating a three dimensional sphere of light and any object affected by that light will react to it accordingly. So in the case of your character a lot of him will be covered in shadow save for some places that should have highlights. I would edit your sprite to show you what I mean but I'm afraid I don't have the time to at the moment.

48
Pixel Art / Re: [W.I.P] Hi-Res Samus
« on: January 12, 2011, 04:48:03 am »
It look like you got the form spot on  :y:. Good job so far.

49
Pixel Art / Re: 2bit man lost in 16bit world
« on: January 11, 2011, 02:50:19 am »
I really want to thank you for making that post. Really, It got the ol'brain going and I've started on making the landscape more appealing and wild. I've also begun work on the dark BG tiles, and making them less noisy and more appealing as well. Its crazy how a post can bring an onslaught of needed ideas and corrections.
Consider this an official "Thank you" to pixelation: with out you all, my game wouldn't be what it is today.

50
Pixel Art / Re: Help required Grass [WIP]
« on: January 09, 2011, 08:05:11 pm »
Well, at the moment it kinda looks like a carpet or a really wrinkled green sheet. Grass is never that flat. If you want to get a good grass tile, you need to have it more textured. Try starting over and draw blades of grass, not ridges.

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