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878024 Posts in 32900 Topics- by 24324 Members - Latest Member: Fi_designer

May 21, 2013, 03:09:03 AM
TIGSource ForumsDeveloperCreativeArtWorkshopTotal beginner, gimme yo' feedback!
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stevesan
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« on: May 15, 2012, 09:14:31 PM »

Hi folks,
I'm mostly a programmer, but I've felt the urge to become a pixelat0r as well in order to make better games. Here are some sprites I've done recently. I'm focusing on the 16x16 format for now, because it seems like the easiest and quickest to start with (is this true?). My current main influences (ie. things I'm ripping/learning from) are Fez, Tiny Tower, Sensible Soccer, and NES Mega Man. I'll be updating this post as I practice more - currently, I'm trying to do at least one character per day.








Tiny Jesus

Zack

Bill. 0.5h

Cacodemon

Pilly McPill Bug

Tiny Doom Guy, 5/21/2012. 1h.

Tiny Baron o' Hell, 5/22/2012. 1.5h.

I would much appreciate constructive feedback, as I'd love to get better at this. Making games is so much more fun when you can also do prototype art yourself.
« Last Edit: May 22, 2012, 06:28:52 PM by stevesan » Logged

Avgudar
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« Reply #1 on: May 16, 2012, 04:07:00 PM »

The squirrel looks nice. It could b se used in a game where you have too shoot squirrels before they steal all of the acorns from your oak tree garden.
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John Sandoval
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« Reply #2 on: May 16, 2012, 08:47:41 PM »

Nothing particularly egregious, but the yellows you're using (specifically in that squirrel) look puke-y.

I can hardly tell that the middle separating color is there either, and I think it's because you're shifting the hue without changing value or saturation. And in pixel art especially, that really hurts your piece.



The bottom two are my reworks (the only thing I changed was the color, aside from the pink nose I put on Smiley); you can see how much more it stands out on grayscale.
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stevesan
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« Reply #3 on: May 16, 2012, 09:14:32 PM »

Nothing particularly egregious, but the yellows you're using (specifically in that squirrel) look puke-y.

I can hardly tell that the middle separating color is there either, and I think it's because you're shifting the hue without changing value or saturation. And in pixel art especially, that really hurts your piece.



The bottom two are my reworks (the only thing I changed was the color, aside from the pink nose I put on Smiley); you can see how much more it stands out on grayscale.


Wow thanks! The red tone looks great, and the nose is a nice touch. Yeah I need to get better at my coloring. I'm not sure what I did there, I just kinda chose a color.

Interesting thing about the grey scale. Is that a pretty reliable rule of thumb, ie. make sure it all still reads in grey scale?
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John Sandoval
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« Reply #4 on: May 16, 2012, 09:30:57 PM »

Here's a short discussion from Kinnas about the subject:


A boss sprite for a game.

Also a quick lousy edit on the grasshopper boss

Basically I just dragged a few sliders around: desaturated, added more contrast in levels (should have used curves, the levels made the whole thing too dark, there should be more mid-value areas in there I guess) went over the contrast in curves and saved in gif at 18 colours (though by hand this could be cut down drastically. Which not only is awesome for the skillful application for colours but also makes reading the character easier)

For such a simple colour scheme you had a ridiculous amount of uselessly similar greens which were all blended way too vigorously and didn't go dark enough. This resulted in a very flat look. Ideally I think three shades establish the main shapes, two shades to blend them, and a shade for highlights and a shade for the darkest dark. So for a unicolour beast like this it should take no more than 7 colours. I guess two types of blue would add for a much needed backlight (for variety and whatnot). So that would up the colour count to 9. Maybe a few extra colours for patterns to break the shapes up in interesting ways?

But all that counts only if this silly 'pixel-mastery minimal for maximum' is a goal on its own. If 32 colours is a must then I guess 32 colours is a must but the values are still spaced way too evenly to allow the shapes to read properly.
 
Here's your version desaturated:



Here's my quick fix:


WARNING TANGENT:It's something I'm taking into account with my current project: the mc has the ability to run really fast, and because I'm working with miniscule 16x16 sprites, I wanted to make sure that the player would be able to keep visual track of the character. What I found out was that the part of the human brain that tracks motion only sees in black and white. So I made the player sprite darker accordingly.

~~THE MORE YOU KNOW~~
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stevesan
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« Reply #5 on: May 18, 2012, 10:39:43 PM »

OK I'm trying to maintain a rate of one new character per day, and I'll bump this thread about once a week from now on. Also rolling in some simple 2-frame animations.

Tiny Jesus

Zack

Bill

Cacodemon

Pilly McPill Bug
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