Unfortunately, Helm, this will be my beginning place. As I mentioned before, with 11 month old triplets (and a full time job that involves travel), I don't get nearly as much time as I would like. So, for now, it will be the 'must completes' before I get to work on some of the wider pixel art ideas buzzing around my head.
DTL was what finally pushed me to come and join and learn. I'd always liked the work of Gary Lucken and eboy when I had come across them, and I interviewed/showcased Sedgemonkey for the first issue of a magazine called JumpButton which focused on the art and substance of videogame culture. These are my first steps at getting my feet wet.
Perhaps what you're saying is to not bother posting these here, until I have something different/something else to show? If so, then I'm a little confused, because my understanding of pixel art is all about working to restrictions. A NES palette, a 32x32 grid, four frames of animation... I would have thought starting off like this was good practice; to squeeze the most I can out of a restricted template, colour palette and animation 'bones'. And that's how I'm seeing these pieces I'm working on. My hope is to get to the end of these commitments with art much closer to the quality of this:
http://www.wayofthepixel.net/pixelation/index.php?topic=4661.0 ...Monsoon and Rynen's work being what blew me away right at the start... and a contributing factor as to why I'm here.
Sharp: Your post just popped up. Thanks, man.

That's exactly the type of thing I'm missing. Love the claws, and it's that extra contrast I still haven't nabbed. I like how you've used the green for the teeth (and the extra row is great along with gums). Highlights on the arms, mouth, everything... I realise just how flat my piece was seeing this. And I think that's what I need help with. Your mouth has depth. I think my problem is that my background has been mostly flat 2D art. Jon Burgerman, etc. being my influences.
I'm tending to see on a lot of pixel art pieces around here, that shadowing (and larger expanses of shadows) help define a piece more. Or is it simply the percentage of shadows vs mid range vs highlights that's important?