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Messages - Ryumaru

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Kirby: I'm so glad we've inspired you! I too have been extremely impressed with the work that has come out of this commercial critique challenge. What I like most about these activities, and pixel art in general, is that restrictions breed creativity, and there are a lot of creative solutions evident in the work here. Good luck on your project, and when you get to that point, feel free to message any of the users here to ask permission to use their work :]

Pixel Art / GBjam: circular staircase in platformer?
« on: August 05, 2014, 09:30:20 am »
 So I'm working on a game for gbjam, and I am stumped as to how to proceed with something I'd like included in the game: a circular corridor with a winding staircase that the player would traverse. I feel like it's been done before, but I can't remember where I saw it.

Does anyone know of how I could proceed with with this? I don't exactly know how movement would be shown while also generally keeping the character in the same spot.

here's how much you would see on screen at one time

and an early sketch of what the background might would look like?

Challenges & Activities / Re: The Daily Sketch
« on: July 29, 2014, 07:17:29 am »
Since I've always been about arms, I figure it's about time I actually get good at them.

Challenges & Activities / Re: The Daily Sketch
« on: July 23, 2014, 08:34:20 pm »

Yes, it looks like I cheated and took a really easy image. I was actually saving this one for a day when I had very little time, but then I realised I struggle to give form to hills, so it became good practice.

A lot of growth in your value studies. You still make things a tad too light, check the top of the sky gradient in the photo and in your study.
Also, if you're going to do gradients now, you should also include edge control. No more brushy edges; if something is hard edged or soft edged, make it that way. I'm looking at the trees, their shadow, and the horizon specifically( good treatment of the clouds). Use the lasso tool to make the process easier.

A slightly derpy 4 armed werewolf. Just got a set of copic cool grays so I really just wanted to try them out.

Ohhh! I really like the direction this thread is taking! StevenM has a great, functional design I thought I'd tweak.

For the forest mockup I went ahead and added a canopy, moved around some grass and tweaked Charizard's wing and shadows. When it comes to working with a limited space, I'd advise against having long lines of pixels that touch the edge of the 56x56 box. It makes it obvious where the edges of the sprites are.

For the indoor mockup I made it a bit more efficient tile-wise and found a neat way to get Red's sprite working. There's a sort of white strip along the back wall which blends with the ground nicely. Not sure how to handle Giovanni's side and the door, though.

I also changed the cave mockup a bit. I went with some pillars of light to make the sprites less boxy and added some rocky background details. I bumped the stone platforms down a tile and tweaked the right side of Charizard's sprite a bit. What do you guys think?

Yes. YEs. YES. This is great! You and StevenM really knocked it out of the park with this background stuff; it all looks really doable and gives just enough information to allow the viewer to fill in the blanks and create their own idea of how the world looks. ( which I think is a big component in creating charm, nostalgia, and strong attachment to the original graphics.)

 :y: :y: :y:

Challenges & Activities / Re: The Daily Sketch
« on: July 21, 2014, 04:04:58 am »

So I stole er borrowed an art book from my friend to work on human anatomy, so another male form again. Thoughts?
I really need to do poses.

a couple. Proportions are generally ok. A little low-waisted and low-naveled(?)
I would spend time learning the shapes of the muscles, how they interact with each other, and more importantly, their origins and insertions. bodies are hard.

Definitely the second trainer, gives him that ominous Red look. These are great attempts at adding backgrounds while still following how the game handles things, but some bits are just awkward and draw attention to themselves.

I would be interested in seeing a system created that split up the sprite in a way that the majority of it could use 4 colors, but in the right places it would allow for transparency and background behind it. I might even take a stab at it myself.

Portfolios / Re: Up and coming artist
« on: July 17, 2014, 06:51:56 pm »
Please post some samples of your work here. No one (should) is going to  email somebody whose work they can't see.

Challenges & Activities / Re: The Daily Sketch
« on: July 16, 2014, 09:14:59 pm »
Thanks as always for the advice, Ryu.
As far as picking my references better, what kind of things am I looking for? Just lots of mountains/hills/large rocks and no trees? Should I be avoiding things with lots of water in them?

Well, it's not any one thing. For quick studies like this, you want to avoid anything that cannot be easily categorized as one or a few masses, and/ or does not have a form interesting enough to warrant it's study, OR if to get an adequate likeness of it, it's rendering would take too long. Things like the shine on the granules of sand, and the haphazard shrubbery are examples of this. Depending on the lighting, pretty much anything can follow, or break these "rules", so it's just a case by case basis.

If you were to start using texture brushes, you would open up the things you can indicate in a short amount of time, but there's still a lot to learn without them.

 More Frazetta buns

Pixel Art / Re: My game's characters, feedback needed!
« on: July 16, 2014, 07:10:20 pm »
I've merged your latest post to your previous one. Please, no double posting.

What little you have here looks nice, but I think if you want any truly helpful commentary, you should show us mock ups of a complete game screen and how these sprites would interact with backgrounds and UI elements.

Right now there's simply not enough information in these to give in depth commentary.

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