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Messages - Ryumaru

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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.

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.

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.

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

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)

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.

Pixel Art / Re: I haven't posted in 9 years
« on: March 13, 2015, 04:47:08 am »
Wow, well welcome back!
Pretty crazy to see someone of your level here, and to know you started out with some pixels. I'm a big fan of your work, and would love to break into those industries someday. Keep being awesome, and the master of clouds amongst other things! :y:

You might find it interesting to take a look at some of the "developments" of pixel art since you've been away. Helm's ramblethread on pixel clusters is a really interesting read. It might seem very far removed from illustration at first ( and really, it is) but it has a lot to do with good shape design which is something to strive for across all mediums, as you know.

Of course it looks really cool as is, but it is a little unrefined. For someone like you who has a great grasp on art fundamentals, if you ever come back to pixel art, you can delve into the finer stuff with little to no worry. Your color count is low which is good, but you have some palette entries that could be used well in other places, and some that aren't really necessary.

Also, just for fun  :D

Pixel Art / Re: Fire Emblem
« on: March 11, 2015, 06:32:07 am »
That background is looking great of course, but will you incorporate the turf blocks that serve an actual gameplay purpose? The color and rendering I know will be on point, so I would think at your level, the challenge would be in balancing art elements with game art practicality.  I wonder how feasible it would be to create transition assets that would work for all possible combinations ( or at least ones that have the possibility of being displayed at once) so that you could have both this seamless background, and still show the unit's tile identity.

Pixel Art / Re: Dark Souls GBC Demake
« on: March 11, 2015, 06:19:15 am »
DHyd: Yep, there's a lot of weird stuff going on with that wall, where symbolism has trumped realism, leading to different areas of the room and wall having different perspectives.

Vagrant: Heh, I'd be flattered  :-* I would really need to dig into assigning the palettes and fixing some errors for it to really be GBC displayable, it's probably 90-95% there right now. But the limitations really do foster creativity; never would have done something like this if I didn't have a box to try and think outside of.

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