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TIGSource ForumsDeveloperArt (Moderator: JWK5)show us some of your pixel work
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Author Topic: show us some of your pixel work  (Read 7290907 times)
Carrion
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« Reply #28760 on: December 16, 2014, 04:03:31 PM »



Pixeled some assets for Ray Chase's website. :>



"That's a ten."
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chris is balls
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« Reply #28761 on: December 16, 2014, 07:45:56 PM »

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☑ Available for work     ☒ Unavailable for work
Check out my portfolio if you are looking for a pixel artist!
shellbot
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« Reply #28762 on: December 16, 2014, 11:29:56 PM »

Vampires yo

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Miguelito
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makes graphics


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« Reply #28763 on: December 17, 2014, 02:51:40 AM »


I'm really really sorry to be pooping this, but do you think the character could look a bit toward the firing direction? Or the monster more toward its target?
I get it's meant to look tongue in cheek and affably cheesy, and old covers had all sorts of things to point out, so feel free to disregard this! I just feel it would help the image get even better...
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JutsBeaumont
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« Reply #28764 on: December 17, 2014, 02:17:13 PM »

Quote
Really love this style. It retains a realistic look even on such a small scale.  Hand Thumbs Up Right
Thanks! I appreciate that a lot.

I'm considering doing some minor animations for it or making a small mockup of it. : D
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Cellusious
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« Reply #28765 on: December 17, 2014, 03:48:13 PM »



« Last Edit: December 17, 2014, 04:18:04 PM by Cellusious » Logged

Saturator
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« Reply #28766 on: December 17, 2014, 05:29:34 PM »

Badass alien chicken
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christopf
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« Reply #28767 on: December 17, 2014, 06:17:41 PM »

man cell, i didn't tell you but i love your way to experiment on a visual level. these outputs you gave us the last year (what i saw) shows so much love to experiment and develop into some (for me) unknown ways to visual things. i really dig this, not only the direct to-look-on output but even more they way it somehow expresses. (hopefully this makes some sense)

also some kudas for all the other cool shit appearing on this page
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christopf
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« Reply #28768 on: December 17, 2014, 06:18:49 PM »

haha

transition yo



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Ashkin
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« Reply #28769 on: December 18, 2014, 12:49:49 AM »


reference
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shellbot
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« Reply #28770 on: December 18, 2014, 04:01:42 AM »

Grabbed the Dawnbringer palette to make some practice 16x16 sprites.

I came out with these:

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Rat Casket
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« Reply #28771 on: December 18, 2014, 05:16:10 AM »


Nice job but you REALLY messed up the head.
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Cellusious
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« Reply #28772 on: December 18, 2014, 09:00:22 AM »

@Christopf <3

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Torchkas
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« Reply #28773 on: December 18, 2014, 06:22:24 PM »

What you're able to pull off with those colors is just stunning, Cullusious. Such raw composition with sharp contrasting colors and it somehow all works.
This is truly marvelous. My respect goes to you.
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XN-Blank
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« Reply #28774 on: December 19, 2014, 01:07:04 PM »

I know this isn't much, but I'm trying to get this running animation right.

I think I got this running animation down.


Compared to this older attempt :
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SolarLune
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« Reply #28775 on: December 19, 2014, 04:00:30 PM »

^ It could stand to be improved.

1) The legs and arms are moving at the same time, when they should be moving in opposite directions for each side
2) Nobody runs straight up. Leaning forward would help to sell the animation
3) The "far" arm pops up quickly, and doesn't look like it's swinging.

Overall, it kinda looks like it's running backwards. Not too bad so far, though.
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Fervir
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« Reply #28776 on: December 19, 2014, 04:47:48 PM »



Above is from a year ago
Below is recent



Trying to figure out a new art style for my game.
Rip this apart so I can get through this faster
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carterza
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« Reply #28777 on: December 19, 2014, 07:35:40 PM »

Please be gentle. I'm very new at this...

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Geti
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« Reply #28778 on: December 19, 2014, 09:23:16 PM »

Above is from a year ago
Below is recent

Trying to figure out a new art style for my game.
Rip this apart so I can get through this faster
Honestly the top has a lot more character even if it's blatantly GBC zelda.
The new stuff is in a weird middle ground between jrpg, zelda and noise - there's too much going on, not enough readability, and the colours are lacking unification and borderline muddy.
I think you're trying to do too many things at once in the new piece, and you seemed more comfortable with the GBC-ish spec art.

I could do an edit if you were interested, but I'd just say do some studies of some higher-detail GBC games (star ocean is one that springs to mind) and maybe some snes or GBA stuff - golden sun, secret of mana, maybe some final fantasy. See how they weave detail into their sprites without harming the iconic readability important at these resolutions.

Please be gentle. I'm very new at this...
the idea is interesting but there's a lot missing from the basics
- if you're going to upscale, it's generally best to use nearest neighbour and not go to such a huge percent - this looks like about ten times, and then downsampled and sharpened by whatever you uploaded to. Use a host that doesn't interfere and unless you're going for something "fancy" (eg cell will often overlay noise) stick to simple clean nearest neighbour scaling.
- lighting is... confused - the hat seems to be shaded at the top to indicate the lightsource, but what you've drawn is actually rim-lighting which is missing on a lot of the other materials and probably done mistakenly.
- material definition is lacking. There doesn't seem to be much distinction between how you've treated metal, cloth, or leather (what I assume different parts are meant to be made from) - differences between the way different materials interact with lighting, what sorts of edges they form and so on have a big impact on how you should go about pixelling them.

I've done a quick edit, the lack of a clear resolution + blurring made it hard to ensure colour identity.
It's by no means perfect but hopefully is informative enough.



Haven't played with the contrast much but it could use a lot more, you've got a lot of very similar shades in there.
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Ingenoire
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« Reply #28779 on: December 19, 2014, 11:57:36 PM »



Above is from a year ago
Below is recent



Trying to figure out a new art style for my game.
Rip this apart so I can get through this faster

Man, I'm really prefer the GBC graphics. It seemed so much coherent than the new one. I'm not a good critique, but I'll try;

The issue with the new style comes from the props. They don't seem to integrate well.
For example, the massive leaves seem too detailed compared to the grass in color, and it also does not work with the grass' simplicity. Another example would be the tree, it looks like the dark outlines from the GBC era have persisted, but the graphics inside where bumped to SNES levels, making a very blatant graphical disconnect.

The patch of shaded leaves on the ground (top right) looks like a major disconnect from the world's floor. In contrast, I think that the darker patch of leaves on the ground (bottom left under a dandelion?) look more like they belong there.

The cape is cool for the most part, however, in his arrow shooting stance, the cape seems to have been removed from one side of his body.

TLDR: Visual clutter and lack of coherence make it look inferiour to GBC, but that's just my opinion. Sorry if I seem a bit harsh.  Undecided
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