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147
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Developer / Playtesting / Re: Fireplace (v0.5.3)
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on: December 23, 2010, 06:25:35 PM
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Oh man oh man. Fireplace is at a Babycastles holiday party tonight and look at the wooden cabinet that it's in. This makes me really really happy     @Laremere Thanks for the bug update. I'll check it out. @Theon That would be pretty cool. I was thinking that capslock would be a good key for it, but then realized I can't check if it's already on when the app is started. I'll just use tab or space and it can say "interactive mode ON" or some such.
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149
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Developer / Art / Re: show us some of your pixel work
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on: December 19, 2010, 02:11:49 PM
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@foldi Love it. I can totally see the lumberjack-plaid flannel shirt in those pixels. @Ishi Great lighting and I like that the dark colors aren't black. 
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150
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Developer / Art / Re: Art
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on: December 18, 2010, 05:04:17 PM
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That highlight change on Quickman's knee is better now. Keep going, you're going to learn a lot from doing all of these.
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151
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Developer / Art / Re: Pixnid - OS X Open Source Pixel Editor
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on: December 18, 2010, 05:22:33 AM
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This is pretty cool and us Mac users are in need of a good pixeling program. This feature would add a lot and probably be simple: while drawing a line, hold shift to lock it in all of the important directions like horizontal, verticle, 45 degrees (1 up 1 across), 26.565 degrees (1 up 2 across).
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152
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Developer / Art / Re: Art
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on: December 15, 2010, 04:42:19 PM
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It's gonna take him forever to get that knot out  I made a flyer for Game Night 4. They're playing Super Crate Box X-Mas Edition, Merry Gear Solid(s), and 8-BITar Hero Holiday Pack. It sounds super fun and I wish I lived in Cali  
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153
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Developer / Art / Re: Art
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on: December 14, 2010, 10:41:29 PM
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I am bad at drawing. I am even worse at converting to Illustrator. Here is my latest abomination.  (edit: replaced with a sketch -> ai combo file since it's not very big anyway) I am sorry, Quickman. You are so awesome. I wanted to draw you. I WILL TRY AGAIN. (ps. crits would be <3) You did a pretty good job with the cell shading and the gold shine, though, the shine on his left knee isn't consistent with the others. These are great, man, and only 3 keyframes 
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154
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Developer / Art / Re: Art
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on: December 13, 2010, 04:43:46 PM
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IRL artwork progress is tough to record, but it's cool to see. Great work on these drawings  
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155
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Developer / Art / Re: Art
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on: December 13, 2010, 12:02:01 AM
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@savethedinosaurs: I really like that. It's very dynamic and is Cave Story to a T. Some suggestions - the values aren't really working for me. I feel like the main character is a little too close in value to his environment. Perhaps next time you work on an illustration, work up some value studies really small. If it works in black and white, it'll work in color. Also, I think you were going for a color scheme that was reminiscent of Cave Story (you may have even used the eyedropper to get the correct colors?)? I think that's commendable, but it was causing some confusion for me in a couple places (notably where his gun lines up with his feet). His gun is the same color as his pants, and his gun is placed kind of close to...well, you know  Also, I definitely commend you for attempting the foreshortening. It's one of the hardest things to do! However, I'd say that if his arms are truly foreshortened, then his shoulders look way too small. They're basically the same width as his forearms, but in reality, his forearms would probably taper. If I were you, while working on projects like this, I'd constantly be desaturating everything just so you're keeping an eye on your value structure. While ideally, you'd work out any issues with value in a study, it never hurts to keep an eye on them. Also, stepping back far away from the computer will help, as well flipping the image horizontally, or flipping it upside down. I do it all the time, and you'd be surprised how much it helps. Anything you can do to abstract and compartmentalize your illustration will always give you a good perspective on it. For instance, when I flip your picture horizontally, the space below the main character starts to feel really empty, and the image feels a little top heavy overall. You've got some skills though! Your picture has a lot of energy and attitude, and that's something that's hard to teach people who don't have it. ... Thanks for the awesome feedback and value example, PogueSquadron! You're right about the values. Doing a study isn't something I usually think about. Yes I did color drop the in game colors (for better or worse)  There is part of his shoulder that is cropped out, but you're right the proportions aren't right. His arms and face are my least favorite parts of the drawing. I spent hours and hours redrawing them and finally settled on something that was passable. I don't have much experience with drawing in perspective or drawing people, so I've been going to a figure drawing club lately to try and improve. I did indeed need a reference photo, so I took a picture of myself shooting a Nerf gun 
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156
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Developer / Art / Re: Art
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on: December 10, 2010, 11:07:26 AM
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@McMutton His cape is great and I also like the way his legs taper to a point. It makes me think he probably floats. Are you going to color it? @Bones  Whoa creepy. The background is really cool - how do you do that? I've wanted to make some cave story fan art for awhile and finally did. I've never made any prints before but I might do some for this. Learned a few lessons while making it: 1. 600 dpi(resolution) is just too damn big to manage 2. I need to plan out ALL of a drawing if it's going to be this large (instead of most of it and figure out the rest as I'm working) 3. Decide on a style BEFORE getting too far. 
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157
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Player / Games / Re: So... Super Meat Boy.
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on: December 02, 2010, 04:42:13 PM
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I laff'd so hard when I saw that tweet. Tommy and Edmund, your balls, they are massive. You are true men of action.
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