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Messages - Ryumaru

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The reason they may have been confused is that we hold profit share jobs in the unpaid forum. I'll move it now to prevent any further confusion

Job offers / MOVED: CREDITED - One time only Youtube channel art
« on: October 08, 2015, 10:25:09 pm »

Neofotistou has a wonderful low res series he did where the entire screen is only 64x64 here:

*She did ;)

Eep. Thank you! Didn't even bother to look, that was bad of me. Fixed.

Neofotistou has a wonderful low res series she did where the entire screen is only 64x64 here:

Also Johan Vinet has been doing some work that fits your specifications more exactly, should be good inspiration:

Hope these help  :)

edit: *she!

Pixel Art / Re: [WIP] [C+C] No Title
« on: September 29, 2015, 04:33:28 am »
Nice image so far, will be nice to see where you take it   :y:

Is the secondary light source supposed to be magical/ unworldly? right now it's too saturated and light in value to be from the pool of water the roots are hanging in.

Pixel Art / Re: [C+C] Stage Select Conundrums
« on: September 23, 2015, 08:04:15 pm »
High detail is definitely a viable way to create focus, but certainly not the only way. If you look at any anime, the backgrounds always have far higher detail, but the flat shaded characters on top stand out due to outlines, higher contrast, and the fact that they move! Creating a focal point then is more about disparity ( how different the area is from somewhere else) than it is about any one element such as high detail, saturation, etc. ( but feel free to use multiple elements to enhance the effect)

Pixel Art / Re: [C+C] Stage Select Conundrums
« on: September 22, 2015, 07:37:03 pm »
It's not about the shape design, but about the distribution of detail frequency.

edit: derp, should've finished reading Gil's posts first. Notice the frames surrounding the characters. The 1 pixel thick rings are probably the highest frequency detail due to small size and high contrast. But they are subordinate to the circular corners, which fall in line behind the frames themselves which only exist to hold the portraits which all echo the overall square composition. The idea is a little abstract, but dwell on it a bit and you'll get it. It will be good knowledge to acquire too, as user interface like you have here leans heavily towards pure design over representation.

Pixel Art / Re: Hi-res tree
« on: July 21, 2015, 02:55:40 am »
Hey man, this looks awesome  :y:

I always try to avoid patterns in low frequency detail ( the bigger stuff) because once you see it, you can never un-see it. Currently I cannot un-see the "C" ( :hehe:)

Of course, now there's a little bit of an "S" but you get the idea.

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