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Messages - Ryumaru

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1
This is really awesome. I haven't always been a fan of low poly/ low res stuff, but this is starting to sway me.

What about the option to import backgrounds/ change the backdrop color? It would be cool to have pixeled skyboxes or just stationary images in there as you work to get a better sense of how the map would feel in game.

What other features do you plan on adding? It looks solid already, but I'd be excited to see it's progress.

 :y:

2
Job offers / Re: Need 10 backgrounds designed
« on: May 20, 2015, 06:42:36 am »
Is this a paid job? Whichever it is, one of your threads is unnecessary.

3
Pixel Art / Re: Portraits (Erde)
« on: May 02, 2015, 05:47:47 am »
Hey there,
Really interesting palette on this one, and great expression in the pencil drawing. If you're trying to capture that expression more faithfully, you need to drop the eyelids more. I believe the reason the hauty expression is successful is the combination of an upwards chin, and downward looking eyes. Looking down on someone and looking to be above them at the same time, in terms of body language.



There's also some areas where your shading is spaced too evenly, creating an overly soft, ambiguous look. bringing value shapes closer together and farther apart along the anatomy to create softer and harder edges will allow for more detailed description of the forms without using something like line. Also, I don't know how flat or realistic a style you want for the accessories, but if going for something more represenational, the shoulder plate could be enhanced with a strong highlight and core shadow to embrace it's reflectivity. Right now it is also on the soft side and a bit flat.



5
Pixel Art / Re: [WIP] A Boy and his Demon
« on: April 14, 2015, 03:24:22 am »
Hello there, I think this latest attempt is much improved over the first. More dynamic, and better composed in terms of placement; however, I think the VALUE composition is spoiling some of it's potential.



In black and white, we can see why things are confusing, The highest contrast in the image is the light on the back of an enemy. The demon and child get swallowed by a sea of close knit values. Now, doing justice to the piece will be a bit of work if you want to have the rays coming through; I would recommend doing everything underneath and then applying that effect more definitively at the end. Also, all the flowing bits coming off of the demon are hard to keep track of, and I would recommend doing the same for them: pixel everything underneath, and then apply them on top. When you are in control of your values, you can do a lot of crazy things with color; but if you are not, no amount of nifty color work can save the image.

6
the video did end with a question.
I answered the question honestly.

personally I can't get my head around an artist who isn't open to critique.
I've learned SO much from participating in this forum from the ppl kind enough to share their views and its all constructive and valuable.
some opinions are much better than others but sometimes I've ignored advice only to reflect on it later and realize they actually had a point eg tidbit said some of the art for my game needed more saturation but it wasn't until I loaded it all in-engine that I realised he was right...

From what I can read the artist is open to critique, but as a newcomer, might need a more gentle approach.

To OP: if you're looking to improve this piece don't worry, you're in the right place. If you post the image and are up to it, someone here can take a stab at editing it and try to fix things that can be done better. Much more can be told visually, and edits can be more polite than words alone.

7
Hey there, this is a nice video; always interesting to see someone's process. Are you looking toe any critique? There are some things that could be improved upon definitely. The location of the nose especially. The eyes are indeed well done, it would be nice to see the entire image brought up to that quality.

8
Animation / Re: Slime Castle!
« on: March 31, 2015, 02:12:00 am »
Looking good to me so far; the subject matter allows for a lot of zany animation possibilities, but I'm sure a week is not enough time to focus just on that AND create a game. Both idles have a bit too much movement, and move too fast for me. I would imagine more of gentle sloshing movement might fit well.

As for where this should be with a variety of assets, it's up to you. You could keep it in animation as long as you see fit, then ask to have it moved once you get into background stuff. Unless you don't want people outside of pixelation to see this stuff, there's no reason it -needs- to be top secret, I'd imagine it would get more traffic in the pixel art section.

 Good luck  :D

9
Pixel Art / Re: Dark Souls GBC Demake
« on: March 24, 2015, 09:28:17 am »
Thank you! And the only reason I was "worried" about it was because of it's detachment from sides of the screen, and what it could possibly mean for a diamond shaped HUD more akin to the original dark souls game. Is it possible to have tiles that remain stationary while having background move underneath them, if the shape has " holes" like the diamond would surrounding it? Doesn't seem to be the case. Either way I'm happy with the compact version I was able to make here:



I also have a little something else in the works. Those that catch on to the pattern might know what will be happening next...





( working with only black and white is hard; it's all very wip currently. Will have to employ a much less busy solution to the floor tiles)

10
Pixel Art / Re: Fighting Girl
« on: March 13, 2015, 05:21:57 am »
This is really nice, I'm not great at animation, but everything seems a bit sluggish to me. The frames are all drawn really well, just play with the timing. Don't know if it stayed consistent after uploading, but in graphics gale, I just modified how long the action frames lasted and buffered them 64246 for each movement. You could make the effect more subtle too, like 65456 or something.


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