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1411372 Posts in 69353 Topics- by 58405 Members - Latest Member: mazda911

April 13, 2024, 02:53:45 PM

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1  Developer / Art / Re: show us some of your pixel work on: October 14, 2018, 11:05:37 AM
Ah, I see.

I have even made one with an additional head turning frame to make it smoother.


However, as I just learned, this is making it worse.
So back to the cycle I did two days ago.Droop

Thanks for the feedback!
Is there anything else brutally amiss that needs to be fixed?

 
2  Developer / Art / Re: show us some of your pixel work on: October 13, 2018, 11:34:24 PM
Hi folks,
I tried on a walk cycle for some lazy security man.

Which head animation is more appreciated?
The Bouncing Head or the Turning Head.
(Mixing both moves in one was far over the top)

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3  Developer / Art / Re: show us some of your pixel work on: November 29, 2010, 05:52:44 PM
Hello PompiPompi,

regarding your corpses hand, I appreciate a light grey shadow on the ground, so it is more obvious that the body dropped to the floor.
In that turn you may also put more angle to the sleeve, because now it is that vertical, that it may be presumed to be hanging.

The posture of the fingers still seems a little odd, as it is too even. The forefinger has to be opened wider than the little one.
You may reference that at yourself, when you play your hand to be numb.
If you instead wanted to point out, that the victim died in agony, the fingers knuckles have to be more rigid.

Right now, it looks like a guitar player passed away.
4  Developer / Art / Re: show us some of your pixel work on: September 26, 2009, 10:07:33 AM
Greetings,
vast time ago, I made these three hand movements for a tiny game of rock-paper-scissors, and I liked them much.
However when I look at them now, they are not the smooth pixel art, I kept them in memory.

               

So what is wrong with them?
Are they too untidy? Are the curves to jaggy?
Maybe the missing outline provokes this lack of pixel feel.

Knowingly I decided against a gradient on those hands, but how can I improve them?
5  Developer / Art / Re: show us some of your pixel work on: November 17, 2008, 03:44:07 AM
Quote
Is that tree grabbing a piece of paper?

It could raise that sheet of paper at eyelevel
and perform the words:
"To Be or not to Be: That is the question!"
6  Developer / Art / Re: show us some of your pixel work on: November 14, 2008, 08:17:33 PM
Quote
I don't think Metal slug qualifies as Steampunk.

Nah, for sure it doesn't. But to get an idea of Steampunk, the machines in Metal Slug come very close to it.
A true Steampunk title was once made by Nitrome and it was called Dirk Valentine & the Fortress of Steam.


7  Developer / Art / Re: show us some of your pixel work on: November 14, 2008, 06:17:49 AM
Greetings Facero,

you're doing good, in taking a look at the graphics used for Metal Slug, which share the common scheme of steampunk.

A huge archive (+ fanart) is found here: http://www.metalslugsprites.net

Despite, that Metal Slug is situated in a WWII scenario,
you can adapt that idea of heavy engines and rustlayered machines, farting out their grease and steam.

However, instead of grey and olive tones, you should stick to orange and brown, as steam punk machinery ist made from copper.
8  Developer / Art / Re: show us some of your pixel work on: November 11, 2008, 07:13:14 AM
I am rather sure, that the word 'content' is not only connected to 'capacity' but also to 'pleased'.
I took "to be content with.." for a common term, in British as in American English.

Anyway,
thanks for your warning. I try to stay away from these: Gentleman
9  Developer / Art / Re: show us some of your pixel work on: November 11, 2008, 06:06:52 AM
I am sorry, if my prior post caused any grumble.

Usually I do less offensive artwork.
So I appreciate, if you were content with this one:

10  Developer / Art / Re: show us some of your pixel work on: November 11, 2008, 02:34:14 AM
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