Critique will come soon~ -4:50 AM- But for now, sleep be me.
Edit: Aa. -refreshed-
Now that I've slept some good eight hours (and missed my school bus by, erm, four hours), I can critique.
I also believe that the blonde fae had the best style to translate anime from-- nice, simple shading, definite outlines, and overall the one that had the most potential of all.
Let's first start with what I thought was the biggest problem. I dunno about you, but I tend to think sel-out is rather unflattering on a sprite, especially when black: I feel this way because a game has changing backgrounds-- eventually, a sel-outlined sprite will look unflattering, whether it be on a light, or dark background.
So, off came the sel-out. :'D
Personally, I thought the colours were quite washed out. I'm not sure what program you use, but if you use Paint, you might want to opt for another program for colour-choice. I use
Artweaver, more specifically the 'Curves' tool and the 'Hue/Saturation' adjustment, in order to apply more contrast to my pallette and to experiment with other variations of it. Once I'm happy with this, I hand-pick the colours I feel still need a bit of work. I find this to be a good way to work-- I'm not sure about you. And voila! Vibrant colours ahoy. :'D
Then there came the change of form and shading~ limbs, even if cartoony, aren't clean cylinders-- they have a certain shape to them. As you can see, the style I was going for opted for more... oval-like limbs and poofy hair/clothing. 's much alike to that chubby anime style everyone loves. I still attempted to keep the style, as in the definite outlines, and the simplistic shading-- but I lessened the use of black. Black is a very harsh colour, especially on a cutesy style. Thus, I used it sparingly-- only on the outline of the entire sprite. This way, the inner (coloured) outlines wouldn't be so harsh, and the sprite itself would easily separate itself from the background.
Then expression! She's an enemy, yes? Thus, give her an angry face or something! Even the average-Joe enemy needs to have some sort of character.
Finally, I unified the pallette slightly. Some colours used on the hair was used on the skin and such. I can't explain this-- it's all based on experimentation.
Now, here comes the actual critique:
I believe you've a good grasp of pixel-art, but I also believe you need to refine it. I say study some great artists' styles, and see which one works with you the best. Also, many of your sprites retain different styles~ it would be good to pick one you stick with.
Too many colours, btw. I still think I had too many colours for the sprite I edited, but still. Pixel art is different than colouring or penciling; a million shades may look great on a coloured picture, but it doesn't portray smoothness on pixel-art-- instead, it portrays something busy. The very beauty of pixel art is the amount of smoothness one can portray with such a small amount of colours-- think of it as... gesture drawing. It's about illusion~ make the person believe there are many colours and shades, when there aren't.
Even look at the edit below, such as the shininess of the hair and shoes.
Also practice on colour-choice-- your colour ramps are relatively-safe and desaturated. Think more of hue-shifting, especially when it comes to shadow. See here:
Naturally, I think of this mentally, but a visual guide helps--
When it comes to hue-shifting, I think of a line coming diagonally through the wheel. See here, it comes from purple, to pink, to red, and finally orange. I consider this the highest form of hue-shifting for red... for the most part. Of course, a diagonal line isn't perfect-- I labeled the best colours with yellow squares. Thus, the shifting looks like this:
And after using Artweaver and finally editing the colours myself, I get this:
And with this, the darker colours become purple, and the lightest can become yellow. There's more I'd like to say, but I'll leave it like this for now. c;
8D Please tell me here, or PM me if you have any questions.