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Messages - Ryumaru

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1
Pixel Art / Re: Knight Artorias
« on: April 01, 2014, 08:15:27 am »
Good stuff! I like what you did with Sif, although you could probably keep his hind legs sitting on the ground; right now they are too short for how extended they are.

Any particular reason you're working so large? You could easily reduce this piece by 50% and still have an impressively sized pixel art piece, but with much less work- and more opportunity to get into the nitty gritty of pixel art technique  :)

2
Pixel Art / Re: Knight Artorias
« on: March 31, 2014, 10:35:17 pm »
So I started editing this, and things got a little out of hand; I'm a big fan of Dark Souls and especially Artorias and Sif so I got really into it >.>



I felt your composition was off, or could be done better in a few areas:
- focal point
While it's obvious that Artorias and Sif are the most important part of the scene, the stand alone sword grabs our attention in part to its strong silhouette and its awkward placing squished between the humanity sprites. Artorias left his greatshield with Sif, but I feel quite sure he would not leave his sword unattended.
- Artorias's pose
It's not necessarily bad, but if you notice, he's placing a large amount of weight upon his mangled arm, which would hurt like hell if he was even able to do it all.  A reclining pose of sorts is probably possible, but I opted for him on his knees huddled over Sif with his right arm bearing his weight behind him.
- Orientation
This is another thing where personal preference weighs heavily, but Dark souls is such a classical high fantasy game, with Artorias having such a tragic story, that I thought the composition should match. Sif, the shield, and Artorias form a triangle ( which is often used in classical/ religious compositions) with the sword reinforcing the shape at it's Apex. A vertical composition allows the humanity sprites to better surround and loom over the characters.

There is also a lot of color reduction, optimization, and lighting improvements that could be made. I think the concept and feeling of the piece are really solid and hope to see you work on it further! Feel free to take any or none of the ideas I brought in my edit.

3
Pixel Art / Re: [WIP] 16-color palette sprites and tiles
« on: March 24, 2014, 12:45:35 am »
Often our instinct with tiles is to always apply texture. Do not underestimate the power of flat color.


4
Staedtler lumocolor permanent. Has various nibs and sizes. Good quality ink. Don't know if it wears better or worse than a good old sharpie though.

5
Welcome Alex and quervo! Enjoy the forums   :)

6
Pixel Art / Re: Platformer Character WIP w/ Sword Swing Animation
« on: March 03, 2014, 11:19:42 pm »


Perhaps a red? The blue looks nice of course because it complements the golden/ white cloak. But against a background that is also blue it could be a bit too much.

7
Pixel Art / Re: Erde mock-ups [water animation]
« on: February 18, 2014, 09:27:22 am »
Hey there,

Your tiles are really solid in terms of the palette and how you are applying pixels, but the set seems overly detailed, and the forms are flattened due to bringing up all the details to nearly full highlights. This makes the rocks look overly busy, and more "noisy" than something as solid and planar as rocks.

I made an edit; the effect could be taken even further, but the point is to round out the forms more and obliterate some of the detail for a larger, more gradual fall of gradient light. I know some bits will be difficult as this is a tile set made to link different pieces together, but I found myself editing same/ similar clusters to similar levels, so I think it can be done.

This takes into account more of the whole picture, the gestalt, which can be harder to grasp in tiles which by their very nature separate things. Attention to these larger concerns can help guide the players eye and allow them to properly focus on the walkable parts of the cave

8
General & Creativity / Re: Community Problems
« on: February 16, 2014, 01:14:27 am »
Firstly, the animation you posted in my thread was most definitely not ignored. I apologize if I didn't properly thank you for your time on that one;( so, thanks!!)  sometimes, especially with a project thread like that, artists ( me) shift focus with intention of coming back to that subject matter at a later point.

Also, I remember seeing and internalizing all of these great edits. Unfortunately, they may not get through to the original creator, but they are all great sources of information for the rest of the community.

9
General & Creativity / Re: Community Problems
« on: February 15, 2014, 12:45:50 am »
I think something like that would be helpful. I also think that some solid tutorials and examples of rpg view sprites and assets in common resolutions would be good. That has to cover what seems like 50% of what new users are posting.  Perhaps the possibly impending thanks system  could  have seperate tags for threads of that nature and be pooled into one thread  of great rpg examples

10
Pixel Art / Re: Xedrai's sprites
« on: February 14, 2014, 02:53:59 am »
I don't mean to jump in to be the bearer of bad news or anything, but unless you are a community favorite or presenting a piece that is acceptable to their tastes, it is very hard to get proper feedback from my experience. Portrait pieces tend to be a big thing and platformers too, and RPG 3/4th perspective pieces (Beetleking) if your art seems serious enough. Newbies tend to frequent the place often so it's understandable that most community members try to ignore them and let most pleas or requests for constructive criticism sink to the bottom of the forums. What I've noticed is members here take their art very seriously, as if the medium were for new-age picassos or da Vincis, and unless you're deemed a potential asset to their community or already have a quality enough post that feels adequate enough to win over a response, it will be very hard to get constructive input or even a simple reply. You're exceptionally lucky to have gotten this many so far.

So understand, because even though you may feel like you're putting enough effort and progress into your project that may make you feel like you deserve a response, the community is more likely to sigh and click the next post in a search to find what makes their insides giddy. And even though pixelart itself is an outdated medium that is retro at best, there's still a shunning or taboo around certain styles or perspectives of pixelart.


Vakinox, it would be in your best interest not to generalize this entire community, and bad mouth the people that make it possible in the first place. We value all members that are serious about what they do and are looking to improve their skill. Many members here, myself included have felt the sinking feeling of putting in an hour or two of time into editing a newcomer's work and constructing a well thought out critique only to have the thread dwindle and the user lose interest in the piece and even pixel art in general. The work in this thread also in my opinion suffers from an area of not being bad enough to critique easily, and not being completely outstanding, where the entire thread is people grasping at enough words to create more than one liners saying " awesome!"

Personally I find Cyangmou's comments on this view not very useful; we may say to new users to start smaller or focus less on stylizations, but we are not here to say " do something completely different".

This is not a warning, but I invite you to drop the overly sarcastic feelings about this community and become an active member that helps pixelation grow. We are always in need of new people that don't just peek their head in for a month or two.

Xedrai: Your weapon icons seem generally well made. I think your art is suffering from too many shades for small sprites, and a more general, almost pillow shaded form as opposed to trying to replicate textures such as highly reflective metal. Finding references of the items you are wanting to represent, and perhaps even scaling them down to a similar size might give some insight into how to better represent these forms on such a small canvas.

11
Animation / Re: Puppet Animation: how when and why?
« on: February 05, 2014, 05:51:31 am »
http://www.youtube.com/watch?v=N59tLIvQeJE

I believe Xion stated that his animations for Catacomb kids were done in spriter, and allows him to have skeleton animations for all his characters. The result isn't my personal favorite, but I can certainly see it being an aesthetic that people are in to. The possibility of adding layers and such on top of skeletal animation that allows for multiple characters with the same movements is enticing, especially for games that have character creation as a main feature- something pixel art rarely ever goes to because of the headache that would ensue for the animators.

12
Pixel Art / Re: Project Entropy
« on: February 05, 2014, 05:29:24 am »
Fahrenheit, rikfuzz, and probo: I'm glad you all like them! I've been gravitating towards them more and more ever since I did them.

fafal345: And then the fumble! sucks that you like the smaller points more DX! Is it the charm? Have they grown on you since they have always been with the project? I will try to update more often just for you though ;] Can't lose my number one!

If you're concerned how they will fit with tiles, hopefully these images will ease your worries. The first is a rough mockup in the perhaps final resolution. I intend it to be 16:9 standard hd ratio, as one of my supposed target platforms, the OUYA is played on home televisions. ( if it's still a thing by the time the game is made :x)
The second is a sketch for some carved rock faces and a bit of a gbc mock. Was deeply inspired by the treatment of rocks in Boktai.




13
Pixel Art / Re: Castle of the Winds
« on: February 04, 2014, 03:08:44 am »
Would you do anything different with the backgrounds? I'd love to see you do some actual tiles proper for it, that still allowed for the procedural generation. The backgrounds were easily the most bland thing of the game from what I saw in the lets play.

14
General & Creativity / Re: Official Anatomy Thread
« on: February 04, 2014, 03:07:08 am »
Don't mind your work changing with your mood. Expression is what the game is about.

What are your goals in terms of being able draw the human form? you may have talked about it earlier in the thread. I've seen you do a lot of this gestural and proportional work which is great, but I can't help but wonder if it's time to settle down and just commit 10-20 hours on a well modeled and rendered figure for you to understand the more subtle things, and increase your skill set in a different way.

Of course, at the hardcore art studios, the suggestion is usually flipped. People that do that kind of work need to do more of what you are doing here.

15
Thank you very much for this Cyangmou. It's a lot of work looking through all those threads; I'm in favor of some of these being featured, and us getting the feature chest rolling again in general. We'll see about which ones to include :y:

16
Pixel Art / Re: Creature from Hell.
« on: February 01, 2014, 08:46:56 pm »
That is quite a complex monster for the size of the sprite. I made an edit to address some issues and help with that, but I'm not sure I even translated it extremely well. Some things to consider:
- try and think of things in 3 dimensions. give the body a more spherical shape and shade it to represent that.
- Focus more on overall forms rather than details- some things just cannot be represented at such a small size.
- I tweaked the colors a bit. If you look at the reference you'll notice the main colors are black, red, and yellow. "Black" actually has a different color highlight to it than the others, so I threw in a cooler ( closer to violet) dark color to represent that.

Hope this is of some help, good luck on the animation!


17
Atnas: They are both extremely talented and I would love to see their work grace the pages of pixelation again, even if not in the form of pixel art. Not to mention they are both still very knowledgeable in PA and could lend it to critiques every now and again.

RAV: It's obvious you're very passionate about voxels! If/when things are set up with a bit more purpose and utility in this forum, we would love to see you share your work in the medium. People passionate about what they do is what makes forums like this run.

18
Atnas: do you know of any people that specialize in 2DHD art creation that would be willing to help get things rolling? Challenges and activities for members already here is good, but we will need people that excel, or have primary interest in that area to make things stick.

19
 :y: woot :y:

Cure: I see the focus on art, but I've never seen it as prohibitive. If you've ever visited conceptart, I think they do it well. I personally don't mind the competition and reward aspect, but that's just me. Sometimes it can be a way to cheat less driven but talented artists into participating.

Should MM be pixel art only? or if the other art forums are created, it could be a way to be all inclusive allowing for painted and even 3D work.

Also, about an HD art forum, what about an activity where sprites from famous games are reinterpreted? Think fighters, final fantasies and such.

edit: Man that katana is sexy.

20
RAV: It's obvious Pixelation needs some change to keep with the times. Voxels are an interesting art form and I agree that as pixel artists we have more knowledge of it's assembly than artists coming from a strictly 3D background. I wonder if perhaps the low spec forum could be divided into two separate areas: a high res 2D forum for digitally painted assets, and a 3D forum where low poly counts, pixeled or otherwise low resolution textures, and voxel art were encouraged.

Of course Pixelation should always be very concerned with pixel art. We don't care if it's a "dying" medium or if it is usually only exploited for nostalgia. There is not another forum that I am aware of ( that is english speaking) that gives critique of such high caliber, and seeks to carry on traditional methods and elevate the medium. Indie games still utilize it as a relatively quick and cost effective way to create visuals, but the technique is often sub par. We need to reach those artists and show them the way of the pixel.

About Mock-up Monday: I really don't even know what I had in mind when I brought it up, I just liked the name. What do you guys imagine it to be/ what do you think would be beneficial for the community? It could be a place to simply dump mock ups in ( of any medium) and get general critique and asspats towards composition, arrangement and readability of game assets, color palette, etc.
-and/ or-
It could be a weekly challenge where a title is generated at random, and people create a mockup based on that. it could be completely open, or given restrictions of various consoles, and awards could be given for the best ones.



21
That would require some sort of award system. Perhaps little icon ribbons next to your name? Conceptart.org does that with character/creature/panel/environment of the week. Would be cool. Perhaps to keep in the spirit of pixelation's hardy critique the judges could give a short write up on the winning pieces saying what was done well/ what could be done better.

22
Things to change:
- activate the feature chest again. to be honest off the top of my head I can't think of a thread that fits it, but I know there has to be some ( I can think of one that will get there at some point.) I really like the idea of threads that have golden critique in them being preserved forever ( can we just have a redirect with all of pixelpiledriver's critique with a bright flashing sign on it?)
- pretty much everything everybody else said.  Commercial Critiques are great. I'm proud of the little bit of traction the pokemon one got :crazy: and it seems like one user is using some of the work inside for a ROMhack after asking permission which is a great use for such things!

Things to keep the same:
- Your old man pixel cluster rambling. It's all had immediate changes in my process even if I eschew some or most of it. The line tool thing for creating line art ( sounds even more obvious said like that) is especially helpful for tracing scanned and resized artworks with minimal clean up.
 
edit:
shall we have a MOCKUP MONDAY?

23
Pixel Art / Re: Project Entropy
« on: January 31, 2014, 09:40:25 pm »
rafal345: Thanks for the suggestion! Animation is such a different world for me- I'm sure I'll go through many iterations of many different assets  :crazy:

Lately I've been messing with the character's size. the 24 pixel height stemmed from a more pokemon/ ocean star blue sphere mentality, but I wanted to see what 8 pixels of extra height could do for me. So far I like the result, but I'm really interested in what you guys think. My thinly veiled argument for them is that it will be easier to make the animations readable, and allow for a bit more artistry in them- but really I was just thinking bigger is better. The advantage of this size over something even larger is that other assets ( of which I've done little of anyway) can stay the same scale.

Also, let me know your opinions on the level of shading in the larger ones. it's all equally enticing to me.





24
General & Creativity / Re: NEW CLUSTER STUDY THREAD!
« on: January 31, 2014, 09:27:33 pm »
Here is my humble contribution to the thread, I hope you don't mind a cross post with my project.



The large rock structure should follow all the rules, the smaller one uses single pixels where I deemed necessary, or just plain wanted them there, and the broken architectural structure is traditional pixel art methods. As a bonus, the main character sprite in the traditional garb should only have single pixels in 45 degree lines. The raven cloaked figures use single pixels relatively sparingly for details or to indicate texture.

To me, the middle ground seems to work the best. If it is convenient, arrange your clusters to have no single pixels, it allows you to have that puzzle fitting power (TM) in some areas, while you still have the freedom to indicate smaller forms or rounded edges with single pixel AA. I like the challenge it brings of thinking of clusters in a different light, and forces me to make choices that I otherwise would have just washed an area in singular AA. Where I don't like it is when I have a clear idea of what I want a form to do, or how I want to make a small area of pixels sing in a certain manner, and the rule is prohibitive. I still am very pro dithering and pro AA, but this has definitely changed how I work with flatter and more planar areas.

25
General & Creativity / Re: I've added [spoiler] tags
« on: January 15, 2014, 03:37:20 am »
I feel like these are not working for me... am I supposed to be able to see all of these images and text without clicking the spoiler tags? 0.0

26
Pixel Art / Re: Three WIPs
« on: November 23, 2013, 05:08:37 am »
Seeing as how it's 5 years old, I would hope so.  :crazy:

It's very nice, such a static image but still has a lot of energy to it.


27
General & Creativity / Re: Official Off-Topic Thread 2014
« on: November 09, 2013, 10:49:01 pm »
PixelPiledriver: This is really helpful, thank you!

I'm thinking of getting this model, which has a higher resolution ( 1920x1080)
https://store.wacom.com/us/en/product/DTK1300?

This one is also smaller so I hope that using keyboard shortcuts will still feel natural. When the monitor is on the computer it makes sense to be interacting with the keyboard, but with a cintiq i'm not quite sure how it will all feel. If I do get it I would be sure to make full use of the tablets input buttons as well.

Do you feel that the cintiq can still allow for pixel perfect precision? I haven't used a mouse to pixel in at least 4 years I think. I've been fine with my intuos, so I would assume it would be ok on the cintiq as well. There is always zoom I guess!

28
General & Creativity / Re: Official Off-Topic Thread 2014
« on: November 09, 2013, 08:17:57 pm »
Does anybody have any experience doing pixel art with a cintiq? I've done both pixel art and illustration on my intuos, but thinking of making the upgrade this Christmas.

29
Pixel Art / Re: Avatar[C+C]
« on: October 22, 2013, 06:58:02 pm »
Really clean and well done, there still is something about that original " silver moon" palette. These new ones are also nice, definitely a matter of personal preference. I think artists get so caught up in complimentary color schemes as a default, but sometimes a near monochromatic can sing just as well if not better.

30
Pixel Art / Re: No Kings / Help with horse, guys / zelda-like view, 16x16
« on: October 18, 2013, 10:33:37 am »
I'm undecided on the green, both look pretty good but not perfect to me. As for the horse, there is only so much you can do with the space given. I think it looks nice right now, especially zoomed up a bit. I think this is a time where you have to see the sprite in motion, and the player seeing the same sprite in profile will allow them to better read the horse when they see it from the front.

31
General & Creativity / Re: Official OT-Creativity Thread 2
« on: October 17, 2013, 12:16:59 am »
Quick sketch of Ryder from dungeon dashers for inktober:



The game will be on steam first look on the 25th :D

32
Pixel Art / Re: Mount of Olives, Pixel Painting
« on: October 16, 2013, 02:32:15 am »
That painting by Goya is not his finest. I think at this point, you are improving upon the original, especially with proportion. The composition is also pretty sparse so there is not much to critique at this stage. Block the other figure in and then we may be able to help more.

33
Pixel Art / Re: C64 Knight Portrait
« on: October 10, 2013, 08:12:36 am »
I agree that the eyes are a bit high; but I do find sohei's edit less attractive personally.
What could be done is to simply increase the size of the head wrap as opposed to a lengthening of her entire cranium.


34
General & Creativity / Re: Official Anatomy Thread
« on: October 08, 2013, 12:28:00 am »
If you slowed down and took the time for some longer, meditated studies, I think you could combine those aspects with your very fluid, immediate work and create some very powerful stuff. Your desire for gesture, animation, and life in your drawings is insatiable, so you need not worry about " losing" it and creating "boring" pictures ( I only say this because many people in a similar boat feel that rendering and attention to detail automatically does that)

35
Pixel Art / Re: Project Entropy
« on: October 07, 2013, 10:18:16 pm »
rafal345: Thanks for the image! I'd like to have tile based glitches like your animation, but done in code. At some point I will need to find a programmer masochistic enough to want to tackle all these purposeful glitch effects  :D

As ya'll know, animation is not a strong point of mine, but I powered up my ancient toshiba ( about a decade old now) and bought graphics gale. Been messing around with some idle animations. I tried to do a sine wave thing with the cloth in one.






36
Pixel Art / Re: C64 Knight Portrait
« on: October 07, 2013, 03:34:46 am »
Just wanted to say that the peasant girl has some really sharp pixeling. Very nice expression with some very hardcore limitations.  :y:

37
Pixel Art / Re: Looking for critiques on all my work
« on: October 04, 2013, 11:11:18 pm »
In general, you are focusing way too much on stylization as opposed to creating real forms. If your compositions were more cohesive you could get away with it, but as it is now, everything just seems flat. Things such as the straightened hair swooshes and general angularity of everything, you are treating each object as if it is made up of relatively shiny geometric blocks.

edit:


With something like this you could still use stylization with your shapes and have it work in perspective. To give you an idea of how off the scaling was, the green in my edit could very easily be an entire forest in a valley created by these mountains.

Your pixel placement is really concise and well thought out. I don't think you need to focus much more attention to that aspect right now. More work on fundamentals would serve you well.

38
General & Creativity / Re: Game Development
« on: September 26, 2013, 12:42:09 am »
Theres always, y'know, RPG maker :p. Great for 2D stuff, and good ( or sometimes they don't even have to be good, as long as they deal with horror) games can gain a little cult following. Ib, mad doctor, the crooked man to name a few.

Game maker is great for beginners as well.

39
Pixel Art / Re: Some characters [Nudity and stuff]
« on: September 17, 2013, 05:41:42 am »
Looking yummy! most people mentioned any point I would make ( I especially like what facet did with the composition). Just wanted to stop by and show some love for demon muscles and nude women  :y:

40
Commercial Critique / Re: Commercial Critique Challenge - Pokemon Red/Blue
« on: September 08, 2013, 01:17:05 am »
Don't worry about the age of the thread, it's nice to see people into it; that inspiration is what it's for! That menu system looks really great. As crow said the contrast is nice, and all the status icons and being able to see the move's type is awesome. Also those couple tiles of terrain do a lot for a little. Good stuff :]

41
Pixel Art / Re: Multi-hue ramp discussion
« on: September 04, 2013, 03:12:19 am »
To put it shortly, use complementary colour combinations.

It just seems to work, complementary colour ramps just look better than monochromatic ones, more unique, and more interesting to look at I guess.
Unlike hue shifting, which goes from yellow, to orange, to red, etc.., complementary colours just go from one side of the colour wheel to the other, red to cyan, violet to green, and yellow to blue, for example.

Though, you would obviously need some colours to connect between them (hue shifting), otherwise it'd look like a total mess (that being said, it also depends on the contrast and saturation of the two complementary colours, so technically you could have purple and green next to each other if they're somewhat desaturated or aren't that far away with the hue).

Additionally, you could go a little away from the direct opposite of one colour, for example, rather than going with red and cyan, you could go with red and green; or just use the RYB colour wheel altogether if you're feeling artistic.   :D


Also, here's a rough edit of your rock. Pretty shit, but it [sort of] demonstrates what I meant.


That edit doesn't really work. More important than hue or saturation is value; the reason the original works is because the reflected light is almost never as light as the darkest portion of the light ( the blue highlight having a brightness of 42 and the darkest brown being at 37 is close enough to fall under stylistic exaggeration).

It is true though that lower saturation in colors will allow you to get away with more shifting.
As long as the hues follow a natural progression, it's even easier to keep things looking "right"


in order of least to most flexible,
brightness- saturation- hue

42
Pixel Art / Re: PixelArt tutorial illustration and mini dump
« on: August 31, 2013, 06:43:00 pm »
Nice! That was quite different from my version. Bit of a muscle-baby... all grown up, isn't he ;)

And I'm happy for whatever comes my way actually.

Musclebaby all the way. That mockup could have just been replaced with fire emblem gba sprites and tiles, some of the best examples of this scale sort of thing.

43
Pixel Art / Re: PixelArt tutorial illustration and mini dump
« on: August 31, 2013, 07:11:49 am »


Quickly became unsatisfied with this but thought I'd show anyway. Perhaps at least it fixes some of the issues :p

Gradients and unnecessary colors were prevalent in the original, that was the first issue I addressed with each asset. Instead I focused on tightly placed pixels and kept a light source direction in mind to convey form in the small area given. Focus was placed on how different surface materials reflect light to better convey them. Single pixel noise was minimized to allow the eye rest in areas that would have large expanses such as the grass and water.

44
General & Creativity / Re: Requesting a new sticky thread
« on: August 25, 2013, 11:01:15 pm »
I think pixel art should always be created with the intention of being solid and functional at 1x, but "appreciation" as Arne put it seems much easier for me at 2x or higher zooms. That said I don't think I can recall having seen a piece of pixel art I liked better at 1x than I do at 2x- I just like seeing the pixels ( perhaps there are some exceptions with WIP work where the nicely placed values fall apart cluster wise and such).

Full disclaimer, I always stick my nose up close to a painting as soon as I get the chance.

45
General & Creativity / Re: Legally Colorblind
« on: August 18, 2013, 05:23:03 pm »
Ya, I can see it fine too. It may effect someone with more severe cases of red/green colorblindness, but it isn't designed in a way that will effect the most common form of colorblindness(which most of us seem to have):

Quote
Deuteranomaly (most commonó6% of males, 0.4% of females):[24] These individuals have a mutated form of the medium-wavelength (green) pigment. The medium-wavelength pigment is shifted towards the red end of the spectrum resulting in a reduction in sensitivity to the green area of the spectrum. Unlike protanomaly the intensity of colors is unchanged. This is the most common form of color blindness, making up about 6% of the male population. The deuteranomalous person is considered "green weak". For example, in the evening, dark green cars appear to be black to Deuteranomalous people. Similar to the protanomates, deuteranomates are poor at discriminating small differences in hues in the red, orange, yellow, green region of the spectrum. They make errors in the naming of hues in this region because the hues appear somewhat shifted towards red. One very important difference between deuteranomalous individuals and protanomalous individuals is deuteranomalous individuals do not have the loss of "brightness" problem.

Yeah that explains it perfectly. If a patch of color is small and low in saturation, sometimes I can't distinguish well between something being green or orange as they can have similar local values.

46
General & Creativity / Re: Legally Colorblind
« on: August 17, 2013, 07:30:10 pm »
Would that message actually not show up for completely color blind people?

47
General & Creativity / Re: Legally Colorblind
« on: August 13, 2013, 08:02:50 am »
Colorblind artists prevail! It's comforting to know there are a lot of great artists who are colorblind.

48
General & Creativity / Re: Legally Colorblind
« on: August 12, 2013, 09:32:56 pm »
Color blindness is weird. I've known I'm partially red/ green colorblind but I can remember seeing those tests a year or two back and I could see more of the numbers. For the record I know I have a pretty clear concept of red and green that is the same as other people. I only find it problematic to identify in very small/ low saturation areas.

49
Pixel Art / Re: Project Entropy
« on: August 09, 2013, 10:55:36 pm »
Heh, you guys are awesome.
Mathias: yep it's toned paper with opaque white pen, I don't know the exact type but it's made by sakura- same peeps that do micron pens.

The "eye" on the back of the head is a recurring symbol in the world and is supposed to represent a sort of omniscience and knowledge of the raven who serves a demigod like function in the world. I know that may be a bit hard to convey with pixels and overly simplified geometric shapes, but I really don't mind any ambiguity- sometimes that's better than clarity anyway.

But i think it's pretty unanimous that #1 is better, and I agree, That iconic shape fits with the mystical and ancient vibe.

Mathias: I'm totally a sucker for that stuff, perhaps it can happen off screen so as to keep it subtle. Have you seen/played Antichamber?

50
Pixel Art / Re: Project Entropy
« on: August 09, 2013, 09:40:09 am »
Rikfuzz: Thanks! I hope I do too! Heh. I'll be sure to keep some of the juicy parts such as the narrative and parts of puzzles and design so you'd guys have something to look forward to incase you guys ever play it.

Mr. Fahrenheit: Will play with the parachute, mostly just drew it out so I'd get the concept down and have something for play testing before committing. I agree about the lili pads, That whole scene has been a lesson in simplicity and I've been finding it's not necessary to always cram little details like shines and reflections just because it's possible.

rafal345: Thank you! :D There will be another lotus room that is much more technical and will feature the monochrome palette and perhaps even the glitchy aesthetic; will try to sketch it up soon :]

Switching gears a tiny bit I'd like to ask your guys' opinion. In the natural world there will be green apples spread across the map that can then be given to the raven in return for special equipment. The Raven has a statue dedicated to it and I'd like the shrine where the apples are placed to be sort of "soft hidden". Which one of the images below do you thing would work better? 1 would feature some very subtle light coming from the sides showing where the player can walk into, and 2 would be under the wing ( with the player able to walk under it and prove there are some places you can go that you can't "see"). I'm a little torn as to which.




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