I also prefer your roof variants that aren't as high contrast. The harsh shadow/light division looks a little weird to me. In your examples I prefer the top right, and bottom two roofs. Maybe I'm just being finicky. But hey, pixel art is finicky.
No, the high-contrast roof was actually a mistake that arose when i recolored a path tile that shared some palette entries, i just never went back to fix it. Also, as a quick note - we don't get to choose the shadow color of the walls - it is defined by a flat overlay. in these mockups, the shadow overlay color is (roughly) the same as the background color (that light blue) set on multiply. Arne will get me for that one I'm sure (shadows don't add! SHADOWS DON'T ADD!!!) but it's as close as we're coming (the alternative, a screen or even color dodge layer, doesn't look good at all, lags like hell, and doesn't allow for characters moving in and out of shadows properly)
I agree that the last portrait clashes with the game. Your pixel art has a cutesy look to it that the portrait doesn't have at all. Simplifying it may be the key... but I think many of us are so used to seeing Japanese style portraits to go along with Japanese style pixel art. We see chibi heads with large eyes on the sprites and assume the portraits will be the same. Finding a balance could be tricky.
I just can't draw good anime, which is a problem. To do portraits in that style requires either going way out of my way to adapt new stylistic points, or finding someone willing to join the team.
« Last Edit: April 05, 2008, 02:50:47 pm by ndchristie »

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