AuthorTopic: Trying to get into Pixel Art - Sprite and a couple tiles  (Read 7571 times)

Offline d13f00l

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Re: Trying to get into Pixel Art - Sprite and a couple tiles

Reply #10 on: September 16, 2008, 12:58:03 am




I'm having trouble with the front hair, how can I give it a bit more depth?  It almost looks like a MegaMan helmet.   :crazy:
Maybe I should just keep the widow peak spike...

Edit: Edited...
« Last Edit: September 16, 2008, 01:26:45 am by d13f00l »

Offline Souly

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Re: Trying to get into Pixel Art - Sprite and a couple tiles

Reply #11 on: September 16, 2008, 09:12:03 am
Do you plan for this character to walk on those isometric tiles?

Offline d13f00l

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Re: Trying to get into Pixel Art - Sprite and a couple tiles

Reply #12 on: September 16, 2008, 09:58:08 pm
Do you plan for this character to walk on those isometric tiles?

Yeah.  I'll probably do an 8 way view.  It looks OK to me. 

Offline tocky

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Re: Trying to get into Pixel Art - Sprite and a couple tiles

Reply #13 on: September 16, 2008, 10:22:20 pm
Contrast. He's hard to spot, with that brickwork. I think you should add more saturation, more red to the sprite.

Offline d13f00l

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Re: Trying to get into Pixel Art - Sprite and a couple tiles

Reply #14 on: September 17, 2008, 01:00:28 am


Added a darker outline, cleaned up the pallet, recolored, tried to add contrast and fix the shading a bit...not sure if there's too much I can do about the bricks and his hair, I can recolor the bricks, to be gray or red.  I think they're just too close to the same color. 

Obviously not EVERY sprite can stand out against EVERY background/tile in every case, right?  Or should I make a conscious effort when doing tiles and different heads/hair?
« Last Edit: September 17, 2008, 01:29:11 am by d13f00l »

Offline tocky

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Re: Trying to get into Pixel Art - Sprite and a couple tiles

Reply #15 on: September 17, 2008, 01:12:39 am
It's kind of difficult starting out, but you can come up with some general rules, and so long as you're consistant it'll usually work out pretty well. For instance, it's common to use brighter, warmer, or more saturated colours for foreground stuff than you would for background tiles. If you keep your palettes small it's relatively easy to keep track of what stands out against what. You don't have to switch out everything drastically - just change enough to make it obvious that there's a guy there.



not that you can't see him anyway - just that he should stand out.

I think red is a good choice, because it complements the green of the grass, and it's warm so it'll pull forward naturally. But any colour will work if you find the right shade, you just have to mess with it till it looks right.
« Last Edit: September 17, 2008, 01:49:54 am by tocky »