AuthorTopic: Pocket Fighter stlye  (Read 18398 times)

Offline Alex

  • 0010
  • *
  • Posts: 254
  • Karma: +0/-0
  • clrclrclrclr
    • View Profile

Re: Pocket Fighter stlye

Reply #40 on: July 07, 2006, 11:07:55 pm
holy thread hi-jacking
alexander

Offline snake

  • 0010
  • *
  • Posts: 314
  • Karma: +0/-0
    • View Profile

Re: Pocket Fighter stlye

Reply #41 on: July 08, 2006, 02:26:33 pm
holy thread hi-jacking

Point taken. Guess it gives the wrong impression. Post will be edited to be less hi-jacky.

Offline ndchristie

  • 0100
  • ***
  • Posts: 2426
  • Karma: +2/-0
    • View Profile

Re: Pocket Fighter stlye

Reply #42 on: July 15, 2006, 05:57:36 am
I don't mean to seem like an ass, but "more saturation, and more contrast" are the only issues I seem to get. I know I asked for C & C but I kinda meant on the figure, and anatomy, rather than my color choices. MAybe I should've specified. Once again just voicing my opinion and don't mean to sound like an ass.

you've pretty much completely disregarded a number of critiques that had nothing to do with the contrast or the palette, even the one st0ven posted.

the mario looks ok, but i just cant figure the pose and how it relates to the character.  still, is a nice representation of the retro figure
A mistake is a mistake.
The same mistake twice is a bad habit.
The same mistake three or more times is a motif.

Offline Andy Tran

  • 0011
  • **
  • Posts: 553
  • Karma: +0/-0
    • View Profile
    • The City of Andy Tran

Re: Pocket Fighter stlye

Reply #43 on: July 18, 2006, 09:58:42 pm
 One thing I've found about your fighter sprite compared to capcom is color saturation. If you analyze the colors, they only have hue variation and good contrast with 2 shades or 3. Also the saturation is neon! Either use high saturation or dessaturate them only a bit down.