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878062 Posts in 32904 Topics- by 24326 Members - Latest Member: GeneralSparkzz

May 21, 2013, 04:47:02 AM
TIGSource ForumsDeveloperCreativeArtshow us some of your pixel work
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Author Topic: show us some of your pixel work  (Read 2200658 times)
BlueSweatshirt
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« Reply #17145 on: March 03, 2012, 04:07:40 PM »

Fix the lower half of the body... It looks very blocky and jaggy compared to the rest of the sprite.
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Scut Fabulous
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« Reply #17146 on: March 03, 2012, 05:19:52 PM »




Interesting palette.  I think the warm white is fine, but I would try some variations on one or two of your darkest values.  The seem to 'bite' a bit more than needed.
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Scut Fabulous
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« Reply #17147 on: March 03, 2012, 05:34:57 PM »



I did a quick palette swap with one of my pieces that used a 20 colour palette Seasons.  Your 16 colours remind me a little of C64.  Good contrast, but I think this example reinforces the lack of distinction between the darkest shades.
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todd
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« Reply #17148 on: March 03, 2012, 07:29:23 PM »

Thanks for trying it out man  Smiley. It's helpful to see it on another piece. Per your suggestion I made the darkest brown a bit lighter to up the contrast. I also tweaked the dark purple so it ramps better to the blue. Here's the updated palette and something I'm working on with it




I haven't used all the colors yet.
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Alterchera
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« Reply #17149 on: March 03, 2012, 07:57:43 PM »



Work in progress. The furniture has to have a neutral perspective since the player will (hopefully) be able to move it around.

Do you mean all the furniture will be moveable? For what purpose.

I love your clean style. Keep 'em coming.
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Strife
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« Reply #17150 on: March 03, 2012, 11:50:35 PM »

Do you mean all the furniture will be moveable? For what purpose.

I love your clean style. Keep 'em coming.

It's mainly for the sake of personalization, and so that there's something to spend the in-game currency on besides powerups; though, I will wait on adding it until I'm sure that I have time for it. It would sortof be like a 2D version of Animal Crossing where some of the furniture items have simple functions. In any case, I'm glad you like. ^_^


Here's a few sewage monsters I threw together for an unrelated project:

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C
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« Reply #17151 on: March 04, 2012, 06:37:08 AM »



<3
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ninto
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« Reply #17152 on: March 04, 2012, 07:39:01 AM »


I'm totally stealing this palette.

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Bones
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« Reply #17153 on: March 04, 2012, 02:46:52 PM »



These are supreme.
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Demo Reel 2012

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Keeping focus on your breath,
This may take a while.



Ashkin
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« Reply #17154 on: March 04, 2012, 06:27:44 PM »

« Last Edit: March 04, 2012, 06:34:37 PM by Ashkin » Logged
Inanimate
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« Reply #17155 on: March 04, 2012, 07:00:31 PM »

The opening feels too smooth (aka, the speed is too consistent). It feels like it should be thrown back with more force.
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Ashkin
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« Reply #17156 on: March 04, 2012, 08:28:25 PM »

The opening feels too smooth (aka, the speed is too consistent). It feels like it should be thrown back with more force.
Hm. Not so sure about this, but here's a comparision anyway, with faster one on the right:

The slow opening is meant to add tension and junk, because it's an important object, not something to just be flipped open idly.
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pgil
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« Reply #17157 on: March 04, 2012, 08:40:28 PM »

I like the slow one better. I might even make it slower at the beginning, to make the lid look heavy.
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BlueSweatshirt
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« Reply #17158 on: March 04, 2012, 08:53:19 PM »

I would make it open slowly at first, then after the hinge angle gets to like 80-90 degrees make it fall more quickly and then give some big impact to the top's landing.
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Ashkin
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« Reply #17159 on: March 04, 2012, 09:24:53 PM »

Like so?..

(I toned down the bounce a lot.)
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