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1076026 Posts in 44157 Topics- by 36124 Members - Latest Member: Fitzgerald

December 30, 2014, 02:58:01 AM
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341  Developer / Art / Re: show us some of your pixel work on: January 16, 2013, 05:49:21 PM
She seems to have feet for hands.
And sometimes having more than one reference image helps I find.
342  Developer / Art / Re: show us some of your pixel work on: January 16, 2013, 10:29:54 AM
He is meant to be a placeholder for a customizable player avatar in a multiplayer setting. I don't want a lot of detail or character under those circumstances. He should remain simplified to some extent.
Understandable, I guess..

2) You used a huge number of shades to draw those details,

Whereas I purposefully constrained myself to only 3 of each color, for a style that struck as painted and distinctly lacking in wrinkled texture. Or, y'know, as you put it, blobby. Undefined at any rate, intentionally.

This and the banded tones work towards the goal of having a sprite compatible with dynamic lighting, which yours would be hard-pressed to meet. It is at least easier to see some semi-directional lighting with my draft.

I'm not saying it's better, but it serves it's purpose more efficiently. I will work on the texture of the clothing, however.

Thanks for the feedback.
*twitch*
Look, I'm not very good at pixeling myself. I'm pretty much in-between you and Geti, skill wise, based on those sprites.
You can limit the amount of colors that you use, and still get the same effect as Geti did, in fact it doesn't look like he even used many colors on his, except maybe... 4? for the hair?, and for the most part 3-4 for the rest.
And what do you mean "compatible with dynamic lighting"? I'd say Geti's is much more compatible with lighting because his shadows aren't as hard baked onto the sprite.

Please at the very least work on the colors and don't just use a linear gradient, that's one thing I've learned.
(Especially with those yellows, eugh.)
343  Feedback / DevLogs / Re: Avant-Garde - Artist RPG in modernist Paris on: January 16, 2013, 10:10:27 AM
I didn't see it as someone walking down the street, I saw it as someone standing on the street looking around, perhaps for inspiration.
But maybe my eyes just wander a lot while I'm walking.
344  Feedback / DevLogs / Re: Avant-Garde - Artist RPG in modernist Paris on: January 15, 2013, 11:45:38 PM
What is this wizardy?
I never understood how people could 'cut up' another's art and fill in the empty spots with art that matches the original work
345  Feedback / DevLogs / Re: Mission Control on: January 14, 2013, 03:51:31 PM
Visuals look like Defcon in space, neat!

Graphics look coherent and informative, even if
the ships and stuff are just placeholders. I'll
definately keep my eyes on this.
Man Defcon depressed the hell outta me.
I hope this won't be too much like Defcon.
346  Feedback / DevLogs / Re: Blue Z - Border Effect (Ver. 5) ... Now an original Project? on: January 14, 2013, 02:26:45 PM
So here's what my idea is:
These four bots are the defense unit of some area of space (Haven't decided on the scale of that yet.)
A hostile group is slowly advancing to the center of that area, and it's up to this group to stop them.

Ava (The purple one) is essentially the navigator of the ship, and is in charge of transporting and routing supplies, or one of the bots, if need be.

Thor (The flying one) performs recon, flying over the land, scanning the land for intel, these are played as their own level, however performing recon takes time, as does transporting him there. There might also be a chance of him alerting the enemies to his presence, which would make the attack/defense portion a bit more difficult (Only if you recon a level with enemies on it though).

Zed (The one based off the original sprite) and Artemis (Red one) are the actual attack portion of the group. Zed being melee and Artemis being ranged.
347  Feedback / Finished / Re: Hammerwatch - Co-op Hack & Slash / ARPG (COOP VIDEOS) on: January 14, 2013, 01:14:15 AM
I'm not gonna lie, it would be great to build this for real, out of wood or something. I bet we would get a lot of press if I maimed a dragon with it.
I think you'd get a lot of praise if you found a dragon, and a lot of hate if you then maimed it.
348  Feedback / DevLogs / Re: Valchion - 3D GBC-Styled Zelda-like - Devlog Videos on: January 14, 2013, 01:11:56 AM
Maybe if you had done a more pokemon-intro-type morph (Like where your gender's sprite is turned white, and then shrunk down to it's in-game size before being recolorized) it might've been better.
349  Feedback / DevLogs / Re: Blue Z - Border Effect (Ver. 5) ... Now an original Project? on: January 14, 2013, 01:09:21 AM


120 days?
Nonsense. Have some sprites of something that may never be
350  Feedback / DevLogs / Re: NOOMIX - Split, Merge, Destroy on: January 12, 2013, 10:29:19 AM
Wait, you just shove little innocent creatures into your space suit to do your bidding?
That's... That's... Horrible!
351  Feedback / DevLogs / Re: Link to the Past Ripoff (Title Pending) on: January 12, 2013, 12:51:35 AM
Standing out, fine.
Looking out of place, that's just wrong though.
352  Feedback / DevLogs / Re: Valchion - 3D GBC-Styled Zelda-like - Devlog Videos on: January 11, 2013, 09:04:18 PM
Blender if memory serves.
353  Feedback / DevLogs / Re: Project Rain World on: January 11, 2013, 12:40:47 PM
But but, what if you die in Africa?
If Farcry has taught me anything it's that Africa is where you go to die.
354  Feedback / DevLogs / Re: Link to the Past Ripoff (Title Pending) on: January 10, 2013, 09:47:38 AM
So I reworked the sprite:




Okay while yes, what seagaia said was true, the character was thin, the character looks out of place art style-wise.
355  Feedback / DevLogs / Re: Link to the Past Ripoff (Title Pending) on: January 09, 2013, 11:38:35 PM
Well, I'd rethink the design honestly, because this:

Does not really look right.
Looks like someone dropped a Zelda 1 Link into a LttP area.
356  Feedback / DevLogs / Re: Waker on: January 09, 2013, 11:35:22 PM
That's... a lot of flowers.
I hope those are flowers.
357  Feedback / DevLogs / Re: Chasm [2d roguelike platformer] on: January 09, 2013, 11:20:59 PM
Hm, well I am of the opinion that if a potion falls that far, it should break.
But then I'm a sucker for rougelikes being difficult in little ways like that.

Just imagining a little crackle and there being glass bits sinking into the floor, and the thought of losing a potion, makes me wince.
358  Feedback / Finished / Re: Papers, Please [New Build 12/15] on: January 09, 2013, 05:28:58 PM
The above.
Do as much of it as you can.
Please?
359  Feedback / DevLogs / Re: Space Exploration Metroidvania (Untitled) on: January 09, 2013, 04:09:09 PM
Oh wait crap, I just noticed the OSx bar across the top.
I need to pay more attention to those sorts of things.
360  Developer / Art / Re: show us some of your pixel work on: January 09, 2013, 03:35:45 PM
To be quite fair to Cellusious, he likely didn't leave because of Quarry specifically.
Quarry was likely just the straw that broke the camel's back as it were.
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