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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 7286593 times)
Arafuin
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« Reply #31260 on: May 28, 2016, 10:40:01 PM »

Quote
Actually I think the frontal walking animation looks pretty good! Only thing I've noticed is that the knees don't seem to bend much, but I think that's fine for walking (they should bend more in a running animation).

oh alright! I'll try a running animation next.

This topic is full of amazing pixel art, cant wait to see more.
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tuaarita
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« Reply #31261 on: May 29, 2016, 08:00:17 AM »

I did the thing  Shrug It's pretty much oekaki but fuck it, it got me feeling better just doing anything.

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Aseprite is a neat program
« Last Edit: May 29, 2016, 11:25:33 AM by tuaarita » Logged
Eigen
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« Reply #31262 on: May 30, 2016, 12:15:22 AM »

Looks neat apart from the too-obvious mirroring going on. I would try making each side a little unique.
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chriswearly
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« Reply #31263 on: May 31, 2016, 02:51:22 AM »

4 WEEKS of fonts :D

Super super proud of the discipline I've had to make something every day.
Whether just 10 minutes or 60, every day I made a font.

As always, if you have any questions, comments, critiques, I'm all ears! I'd love to help out anyone who wants to make fonts too :D
Take the image and dissect it. If you want to use one of the fonts, feel free BUT credit me as well Smiley
And of course, Twitter link in the sig, follow along every day :D


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Shackhal
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« Reply #31264 on: May 31, 2016, 02:40:44 PM »

A ghost I made for a game.





fanart of space patrol luluco and captain america

I like a lot your style. And I just noticed a few days ago that you use a lot of shapes on shadows and highlights on your pieces, like squares, triangles and circles.

4 WEEKS of fonts :D

Super super proud of the discipline I've had to make something every day.
Whether just 10 minutes or 60, every day I made a font.

As always, if you have any questions, comments, critiques, I'm all ears! I'd love to help out anyone who wants to make fonts too :D
Take the image and dissect it. If you want to use one of the fonts, feel free BUT credit me as well Smiley
And of course, Twitter link in the sig, follow along every day :D

Cool! I should make a few ones too.
« Last Edit: May 31, 2016, 06:21:18 PM by Shackhal » Logged

 
Landshark RAWR
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« Reply #31265 on: May 31, 2016, 05:59:20 PM »

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Amorph
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« Reply #31266 on: May 31, 2016, 06:13:11 PM »

Personal project drawing standard RPG enemies with a silly five-color palette of mine. There are more, but these three are the most finished at the moment (though still a bit rough in some spots).


@Landshark RAWR: Looks good! The recovery after the flip feels nice and fluid.
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chriswearly
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« Reply #31267 on: June 01, 2016, 03:54:56 AM »

Cool! I should make a few ones too.
Do it :D if love to see em Smiley
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ProgramGamer
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« Reply #31268 on: June 01, 2016, 04:01:56 AM »



Very nice

tbh I couldn't even do this if I had the entire spectrum of colors at my disposition lol
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Steempank
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« Reply #31269 on: June 01, 2016, 06:44:26 AM »

Hey guys!

My first post here. As you can guess, I'm pretty much a newbie.
Tried to make some "Hanzolike"-looking character.

I dont know. Something doesnt feel right. Any advice/critiques?


(Is this the right topic to get some opinions and advices for becoming a better artist or should I start my own thread?)

Thanks in advance and have a great day!

Steempank
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Shirsh
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« Reply #31270 on: June 02, 2016, 12:23:08 AM »

Thanks for great advices guys, they made me think and change attitude to many things.
Last week I spent doing 2x scale version of previous smaller one, I just thought about what I want to achieve and understand that my heart leads me to a cartoon-alike images of late 16-bit console games, and though it takes a lot longer and could be quite non-efficient for real game, it should be good for self improvement.
Still suck at color choice, armpad need some work, and there needed to add shadows from the head to the chest somehow =/ Backward leg is still "hmmm".
But it's a milestone that I want to show.


Any advice/critiques?
Dunno, did you tried to compare it with version with a little bit more of a contrast? Or with a bit of "hue shifting" technique (that I didn't properly dig myself yet)?
Ummm, I think the belt that cross the chest mixing with arm a bit, arm could use a darker shadow.
« Last Edit: June 02, 2016, 01:41:31 AM by Shirsh » Logged

SolS
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« Reply #31271 on: June 02, 2016, 01:32:44 AM »




Here's a platformer mockup I made while procrastinating...
I want to expand on it and change some things later!

I really like the colors and overall look of this! It has an unsettling yet calming atmosphere to it.
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sonder
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« Reply #31272 on: June 02, 2016, 11:05:06 AM »

Backward leg is still "hmmm".
If you make her butt one pixel bigger it'll look right.
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SolarLune
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It's been eons


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« Reply #31273 on: June 02, 2016, 06:59:20 PM »

The positioning of her limbs are kinda off; her head's too far back, and her legs are weirdly positioned. The arms are a little stiff, too, like, she's standing oddly instead of standing attentively, or in an active state.

The arm pad does look a bit odd; I think you could combine it with the glove, and choose a color contrasting the pants (like black).

Not bad, so far, though. Nice work.
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Cobralad
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« Reply #31274 on: June 03, 2016, 12:19:11 AM »

i liked the original better
also, whats up with brown AA edges? They look weird and unnecesary
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Schoq
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« Reply #31275 on: June 03, 2016, 12:57:53 AM »

because ~10—15 years ago some people tried to reverse engineer why street fighter alpha sprites looked so good and decided that anti-aliasing towards a black background was an integral part of it and not just a quirk/contextual, and then went on to write pixel art tutorials instructing people to do the same, dubbing the "technique" selout (selective outlining)

those people have since admitted they were being dumb, but the damage has been done. rip.


e: tl;dr because of pixel art cargo cultism
« Last Edit: June 03, 2016, 03:45:19 AM by Schoq » Logged

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Cobralad
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« Reply #31276 on: June 03, 2016, 02:09:09 AM »

yeah, Alpha sprites edges kinda give kinda outline but on scanlines and crappy screens.
It looks more like gba AA when people started using renders and photos.

Hey guys!
My first post here. As you can guess, I'm pretty much a newbie.
Tried to make some "Hanzolike"-looking character.
I dont know. Something doesnt feel right. Any advice/critiques?

(Is this the right topic to get some opinions and advices for becoming a better artist or should I start my own thread?)
Thanks in advance and have a great day!
Steempank
Is he supposed to have a tattoo oh his left hand?
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Shirsh
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« Reply #31277 on: June 03, 2016, 03:19:42 AM »

Guys, your input are golden Coffee
Quick observation by unfamiliar people is best.
Pose was planned to have a bit of tighten army/police deportment in it, there's a lot of thinking about for me: what works, what's not, what's counterworks. Quick movement of head forward gives me different feeling, not sure how it ends. Works for more relaxed state for sure. Oh, head being more forward is much better. It works for planned "kinda Judge Dredd's angry coworker" mood.
Selective outline stuff, hmmm, whatever about this thing source, if person look at this and sees it jarring, it's a point to think and try do different. I liked how it works on hairs though. And making full outline on legs, not sure, hmmm, long way of trying stuff ahead...
Full outline was giving me too much of flat paper-cutout feel, that's why I tried selective. I guess I should try to find some balance with colored outlines.

Tried quick changes,to compare and see, where you were right (I also think previous colours were too bright)
-> rough sketch for combat stance:
« Last Edit: June 03, 2016, 07:00:40 AM by Shirsh » Logged

sonder
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« Reply #31278 on: June 03, 2016, 06:00:47 AM »

because ~10—15 years ago some people tried to reverse engineer why street fighter alpha sprites looked so good and decided that anti-aliasing towards a black background was an integral part of it and not just a quirk/contextual, and then went on to write pixel art tutorials instructing people to do the same, dubbing the "technique" selout (selective outlining)

those people have since admitted they were being dumb, but the damage has been done. rip.


e: tl;dr because of pixel art cargo cultism

i think it looks like an effective way to create thinner outlines.

it doesn't look good on shirsh's sprite's arm though because it makes it look too small. 

but it could be a good way to ever so slightly reduce a shape if needed.
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Schoq
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« Reply #31279 on: June 03, 2016, 06:28:45 AM »

To imply shifting line weight, the outline is better shaded closer to the "base" colour to appear thinner, or even simply broken, for a less jarring effect.

imho
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