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Job offers / Re: Need a temp. monster artist [Paid]
« Last post by luckymee777 on August 19, 2019, 04:36:16 pm »

I am perfect for the job, my portfolio and years of solid experience will speak for itself.
I can do any style of Pixel Art.

Lets negotiate so we can get started.



Pixel Art / Re: [WIP][CC] help with run animation
« Last post by KaiserPixel on August 19, 2019, 03:54:14 pm »

Some things I learned on this very forum about run/walk animations:

 - When in contact with the ground, the feet should move the same number of pixels per frame. I've counted them as you can see above, and your guy's feet are accelerating sharply. This will make it impossible to marry up the speed of the character with the platform he's on in-game.

 - A run animation includes an 'air' phase. In all your frames the character is grounded. Do a Google image search for "run cycle animation" and choose one to base your frames on. I like the Preston Blair cycles, but you may want something a little less cartoony:

I find that it looks like his legs are scissoring rather than running, unless I look really carefully. The points above should help, but you may want to differentiate the front and rear legs and arms a bit more. Make the rear ones darker, the front ones lighter. It will help sell the idea of depth and allow our slow brains to pick out which is which when it's moving quickly.

Hi Chonky Pixel thanks for the help

I've done some edits, I just need to put into practice what you told me about the feets. I have darkened the back leg  and changed his arms and legs a bit.

for animations I'm reading the animators survivor kit and for this case I have taken as a reference of this tutorial

I wanted to make an animation of running but that this was not as fast or cartoony as you say

thanks :)
Updated with some cool stuff! :D

Looking for new gigs! ;)
Pixel Art / Re: [Feedback][CC] Retro 90s RPG Mockup
« Last post by daramon on August 19, 2019, 01:05:25 pm »
I agree it's probably best to remove it at this point.
Pixel Art / Re: [Feedback][CC] Retro 90s RPG Mockup
« Last post by Traslogan on August 19, 2019, 12:04:13 pm »
The shadow was just an experiment but good to get feedback on it. Wanted to see if I could add shading in some form, but of course it's an awkward style for such a thing. I think in a game-engine it would be a hassle since shadows would likely have to be added manually so they don't apply indoors and whatnot even on a tilemap system like Unity has.

In terms of the lighting perspective, yeah I wasn't sure how to convey the lighting without it being meaningless, so I did squander the angle a bit. If you look at the original inspiration, Ultima VI, it is a very weird style, though for light and dark they simply opted for a fog-of-war system that was extremely aggressive (And lighting then made some limited appearance in VII I think, but that is a far more complicated take on the same style).

TLDR: Yeah if the lighting doesn't make sense, shame but I'll probably just remove it if it would have to be negligible to make sense too.
Pixel Art / Re: Anthro Arctic Wolf Portrait (48x48 pixels)
« Last post by daramon on August 19, 2019, 11:14:42 am »
A quick question: what kind of style are you aiming for? Illustrative? Cartoony? Have you got any examples of work in the style you want to achieve?

And a quick request: if you use the image zoom tool (the button below "bold") to display your work, it allows people to zoom in to your work in the page itself, and makes critique a lot more convenient. :)
Pixel Art / Re: [Feedback][CC] Retro 90s RPG Mockup
« Last post by daramon on August 19, 2019, 10:01:33 am »
Definitely looking way smoother! Good work.

I'm a bit of a perfectionist, so there's one horizontal-ish pattern of 4 bright pixels I'd probably want to break up or rotate through 90 degrees. But honestly, I'm stupidly sensitive to tiling issues and 99.99% of people will never notice an issue with what you have here. It's good, and any more work you put in will have diminishing returns.

I noticed the shadow coming off the left of the buildings. I mean, I've been looking at this image for a while and it took a while to spot, but it looks like the light source is coming from the exact right (but mainly from directly above), as the shadow extends horizontally from the base of the building. However, then you would only see a small triangle of shadow as the rest would be hidden by the wall.

If the light was coming from south-east (assuming north is up) then we wouldn't see the angled part of the wall casting a shadow, just the straight section. Assuming the shadow was long enough. At the current length it would be hidden.

The fact that both the angled section of wall and the straight section are casting a shadow kinda makes it look like the whole isometric design has been mapped onto a flat shape which is raised off the floor.

You could change the angle of the light or lengthen the shadows to fix it.

This is difficult to describe in words, so if you're interested and want an example as an image, let me know. But as I said, it took a while for me to notice this so you may not want to open up this particular can o' worms.
Devlogs & Projects / Re: Squaretale's Pixel Game
« Last post by Bacrylic on August 19, 2019, 05:09:08 am »

All the moods. I love looking at this contrast. Definitely getting the mood I'm looking for. Still a WIP but here's a taste of something I'm working on.

Job offers / Re: (PAID) Looking for pixel artist for high quality RPG
« Last post by Serathus on August 18, 2019, 07:15:48 pm »
hi, I'm interested. please check my gallery here
you can contact me at Thanks!
Job offers / Re: Need a temp. monster artist [Paid]
« Last post by Serathus on August 18, 2019, 07:13:44 pm »
hi, I'm interested. please check my gallery here
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