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Devlogs & Projects / Re: On the take - Visual novel
« Last post by vertex on September 01, 2020, 06:55:25 am »

Added a progress function in the build script.

And as shown in report.txt
Code: [Select]
scenes: 21
1: streets
2: appartment
3: policestation
4: policeoffice
5: hospital
6: hotel
7: garage
8: restroom
9: policecomputer
10: hotelroom
11: scene10
12: scene11
13: scene12
14: scene13
15: scene14
16: scene15
17: scene16
18: scene17
19: scene18
20: scene19
21: scene20
variables: 2
lookAt's: 76
interact's: 61
wordcount: 1131 / 80148. 0.01%
actions: 219
unique actions: 44 / 719. 0.06%
lines: 353
unique lines: 90 / 8464. 0.01%
Pixel Art / Re: [CC]Zeratul
« Last post by ZerotuL on August 31, 2020, 10:38:42 pm »
Is there a particular reference you're using? As someone who's not very familiar with Starcraft, it'd be helpful to see if you're working from something.

From a quick image search, it looks like the general silhouette is good. The arms, particularly the forearms, should probably be larger though.

You also have a lot of colours in there (I make it 71), many of which are very similar to each other. One of them is only used for a single pixel. You could strip a lot of those out (you could definitely more than halve the colour count) without any noticeable difference to the overall image. I also think you could boost the contrast a bit because it's looking a little flat. Zeratul looks to be quite muscular so you could really give some definition to the limbs. On that point, the brown bandages/rags wrapped around the limbs and torso should also be shaded according to the forms underneath. On the left hand side of the image, they're currently getting lighter when the thigh underneath is getting darker. You can absolutely still shade them so they have their own volume, but they should be contributing to the sense of the overall volume of the body as well.

As a final point, I think you could go bolder with the ridges on the head. They look quite pronounced on Google but it's another area where you're lacking contrast so they aren't standing out very well.

I hope that doesn't sound too negative. I think you've got a really good start here and it should be quite easy to refine it.  :)
Wow, that's even more than i expected, at least from one person.The colour count is huge, i know(shrinked it to 71 from initial 200+ colors. I kept that much to save that detailed gem look)
Muscles, as i mentioned in my first post, is a struggle. Can't find a proper approach to them.
Even now as i look at it myself i notice where i can get improvements and i think i will revisit it sometimes later. Now i am busy with other SC char-Kerrigan

Much appreciated for feedback, it inspires me to continue.
Portfolios / Re: [FOR HIRE] Jonwinter Pixel artist
« Last post by JonWinter on August 31, 2020, 08:31:31 pm »
Portfolios / Re: [AVAILABLE] Pixel / Digital Artist
« Last post by EvilEye on August 31, 2020, 07:48:56 pm »
Posted some new stuff. Looking for work. Short term or long term projects OK.
Another WIP char art!  ;D ;D
Devlogs & Projects / Re: On the take - Visual novel
« Last post by vertex on August 31, 2020, 11:13:10 am »

To help me set up goals I decided to compare my progress against snatcher. Made a visit over to junker hq. Downloaded the script files for sega saturn snatcher. Wrote a Python-script to analyze to code.

The (very rough) results ~:
8464 unique lines with 80148 words and 719 actions.

I planned about 20 scenes in 'on the take' so that would make it:
423 lines with 4007 words and 36 actions per scene.

Next step is too add a progress checker into the twine2renpy builder.
Portfolios / Re: Matt Walkden - pixel portfolio
« Last post by matt0 on August 31, 2020, 09:48:05 am »
Portfolio updated. I'm available for commissions and ongoing jobs.
Portfolios / Re: [AVAILABLE] Pixel artist available
« Last post by art18 on August 31, 2020, 07:13:29 am »
Recent review

"Awesome work! 10/10. Would definitely recommend/ use again! Thank you!!!!!!"
Pixel Art / Re: Portrait critique request
« Last post by spajjder on August 30, 2020, 08:22:42 pm »

I took your advice in consideration and changed a bit. I think she looks better now.
Anything else I missed? :D Thank you so much for advice!

Pixel Art / Re: Portrait critique request
« Last post by Ryumaru on August 30, 2020, 07:32:41 pm »
We can only comment on so much without the reference; her proportions look generally ok, the face seems well observed. Not too many colors- in fact, the hair might want a few more shades. Over emphasizing odd shapes like the neck wrinkles and chin can add to it looking "off". I'd recommend squinting at your reference, and only worrying about the shapes that still persist even through the blurred vision. This ensures you're getting the "essential" shapes right that will inform her likeness.

This is also an ambitiously sized pixel art piece! Half the size might be more manageable! Either way it's a valiant effort so far, good luck with it  :)
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