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Messages - Ryumaru

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1
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

2
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)

3
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.


4
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.

http://wayofthepixel.net/index.php?topic=8110.0

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


5
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.

6
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.

7
Pixel Art / Re: [nude] Figure
« on: March 07, 2015, 04:06:45 am »
Ah, didn't even read it as negative space, looked more like highlighting. I think for it to read as negative space you'd have to bring the far leg out a pixel or two, which I think could look fine as it's a bit cramped right now anyway.

8
Pixel Art / Re: [nude] Figure
« on: March 07, 2015, 02:59:31 am »
Some more noodling from me. Some is more personal suggestions. I thought the background kind of felt a little broken up without continuing the motif. Also, I think since you're being so crazy with the colors anyway, don't be afraid of using them to shade more softly. I might have over done it a little bit on the arm, but it's still a round form. Sometimes AA is more than AA, it's changing how fast the form turns. Also some little anatomy bits. Butts actually flatten out quite a bit when sitting, It could be even more drastic but I think this is a nice balance. Also taking opportunities to simplify when possible, such as the far shoulder and breast. Don't know how finished it is, but sometimes you're using single pixel AA when you don't need it, and not using double pixel AA when you could and might should. Liked the old block, and also like the idea of the new transparent block. Shaping up to be a really cool piece  :y:


9
Pixel Art / Re: [nude] Figure
« on: March 06, 2015, 10:16:45 am »
Some thoughts on the face and back leg:



The shapes in the hair are really, really nice.  :y:

10
Pixel Art / Re: Alco's Process Thread 2.0 (nsfw)
« on: March 03, 2015, 11:57:24 pm »
Yo,
You've always had an interesting and unique sense of design; definitely something that will take you far in any medium.

I only have a few points on how you design your figures. Your wrists and ankles are always unnaturally thin. This makes things look dainty, feminine etc, but sometimes you counteract that with quite bulky forms- either of these is fine on it's own, but together, they negate the benefits of each other and amplify the weaknesses somewhat.

Also, exaggerating things such as the joints or the bend in the legs can actually take away from the grace of a continuous line. With standing poses like this, its usually better to have these joints continue the rhythm rather than break it.


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