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Jeff

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Everything posted by Jeff

  1. @Likestodraw: > Yay! Another EO Minecraft project! The last one just died and the one who got the source did nothing with it. Good luck! >EO No Why would I play this when I can play normal minecraft? This is just a 2D version. Sure, make it for learning purposes but honestly I don't see a point in advertising it.
  2. Jeff

    Sprite Critique

    @Azy: > I think its too talk if you are planing to use it with those tiles, he is as tall as the trees. Otherwise I think its good. Nah, those trees are just small. I gotta figure out how I'm going to do it though. Pixelling trees is the bane of my pixel career.
  3. @Harris: > Here is the outside of that house. Tell me what you think of this as well please. > > ![](http://www.freemmorpgmaker.com/files/imagehost/pics/ae21ded577b5db53c361deb626dee342.png) Trees are too evenly spaced, and it looks pretty boring in general. I'd suggest some tall grass here and there.
  4. Jeff

    Eclipse 3.0 in HD.

    @MrSean: > The problem with mode 7 is it's fugly. Quite. Also, this is 3D, not HD.
  5. Jeff

    Sprite Critique

    ![](http://i.imgur.com/bK8CN.png) Fixed everything but his hips, which I think are fine. Yes, he is golden. No race has pink skin in this game and since socuine said that I should fix up his palette, I did so in the palette he would be using in game.
  6. Jeff

    Sprite Critique

    @Dash: > Looks alright, his arms could come down a few pixels They could. Good catch.
  7. Jeff

    Sprite Critique

    @Roarbree: > Looks really stylish, but the thing I don't like is his hands, they look very rigidly for me. Rest looks really good :). Missed that, they do indeed look clenched. I'll see what I can do.
  8. You've edited the server in a way that it doesn't like. Have you done much editing lately? To the source? To a data file in the server folder? Try downloading a vanilla copy of EO, that should still work.
  9. Jeff

    Sprite Critique

    ![](http://i.imgur.com/1Xfiy.png) I know he doesn't have a face, and I don't think I'll add one, but we'll see how it goes. This guy will be used with my tileset I posted recently: http://i.imgur.com/cw5rD.png I'm trying to make him look painted, almost impressionist. That said I'm not too worried about that, I think that in general he looks good. I'm interested especially in anatomical errors you can find; this is the first sprite I've made that I want to look like a realistic person.
  10. Jeff

    Sprites :O

    They're teeny but quite good.
  11. "Look guys, fucking gradients!" Seriously, you do not need a gradient over everything try other things, even just leaving it a single solid color. That's what most GUIs around here use, and they tend to look alright. If you really want to go the extra mile, find a pattern to use.
  12. Jeff

    Cyrus Mockup

    Dirt tiles pretty obviously, grass could benefit from being a little more grassy. The black outlines are meh, you might want to change them to a dark color from the palette or maybe shaded black. Your trees' foliage has no depth. The top left area is just as dark as the bottom right. Unless light was coming from everywehere at once, this is not how it should be. Choose an angle for light to come from(I often use top left), and shade keeping that in mind. You should probably have one or two more colors in that tree to use as highlights for the parts of trees where the light hits most, and then a dark color for where the tree doesn't get hit by light. Also, your tree trunks are pillowshaded. You can fix this by choosing a light source and shade with that in mind. Your door has too much going on in my opinion. Knock off one of those shades, change the bottom section to be more similar to the top 2 thirds, then see how it looks. Good start, keep working. Oh, looks like that's a custom character sprite too. The legs should start a couple pixels further up, but not bad.
  13. Jeff

    Aranoth Screenshots

    Background is sexy, black stuff at the top and bottom would look better if they weren't faded in, dropshadow on the buttons' text is too low, and the border is too dark on the bottom. Not a bad start by any means.
  14. Jeff

    3D Eclipse!

    Post it. It's unlikely people will steal your work, especially if you release it closed source.
  15. @Azy: > The flowers look a little flat and as for the boulders the bottom of it just throws me off…. Not sure why it just doesn't look like it sitting in the grass. I think I might keep the flowers looking flat, but I'll see how they look with shading. As for the boulders, you're totally right. I forgot to have little blades of grass peaking up.
  16. @Niko: > @Chakkra I like the clutter look, and it will develop and evolve over time. These graphics are all apart of a giant forrest region of my game. Forrests aren't supposed to look clean and trimmed. There supposed to look, random and scattered, with twigs and rocks all over the place. I hate it when games have forests with boring ground, just plain grass. It's pretty unrealistic. That said, I think you should make a couple more shrub/flower tiles to make it a bit less repetitive.
  17. Goblin camp is cool, but everything seems rather pristine there. I don't know how goblins are in your game, but generally they tend to be messy at best. In most games I couldn't see them keeping their cave-houses that nice. Of course, this entirely depends on how your game's goblins are.
  18. @Kreator: > Some of those tiles are observantly ripped. Everything is almost completely different when it comes to color choice, style and shading so its even more apparent that you didn't pixel everything I see in that map. These are loose guesses so forgive me if I'm wrong, but the dirt looks identical to a set of 'wasteland' tiles I made several years ago, The water looks like… some GBA game or maybe even breeze, and the sand looks like something from a naturo or bleach game... I know the sand is hers, I saw her post something quite similar not too far back. I don't think I share this suspicion. She has been posting various tilesets for a while now. Perhaps she ripped some of the water tiles and the dirt, but everything else I think is hers. That said, Kreator is right, everything has such a different palette and shading style. The tree is very circle-ey, the dirt is very detailed, the water is minimalist, and the sand is somewhere in between.
  19. @Socuine: > Way better than your first attempt. I just love those trees and cliffs! Way better than the first attempt in the old spoiler? I think you may have me confused with another guy. @Azy: > Looks really really good. Man you've improved your pixel art so much, great job. Funny thing is, I was improving without actually making much pixel art. Just looking at others' pixel art goes such a long way. Maybe I'll redo DoD's tiles sometime, make them very modern instead of retro. Edit– ![](http://i.imgur.com/cw5rD.png) Water, rocks, and a bunch of other doodad tiles.
  20. ![](http://i.imgur.com/99evB.png) Improved the trees and the palette. I'm still not sure what to do with the trunk, anyone have different input now?
  21. @Niko: > I think they shouldn't be so round. Maybe more natural and less round, more contrast with the colors? Yeah, I'll try making them a little more irregular. I know the colors are all really gray right now, I'm not too concerned about the palette until I can finish this tree. @SkyFox: > The trunk and roots doesn't look like trunks and roots (or atleast in my point of view). I'll try making them a bit more wooden. @SkyFox: > Lessen the puffiness of the tress, they look like candies. Not sure what you mean by that. The shape, or the foliage pattern? @SkyFox: > The cliff is a little to detailed than the rest of the tiles. No, the tree isn't detailed enough. It'll all come together, just trust me on that.
  22. ![](http://i.imgur.com/99evB.png) Old: >! ![](http://i.imgur.com/lotMa.png) I'm especially concerned about the trees. Thoughts/advice?
  23. Tree trunks have little depth, but if you do what chakra said it'll look much better. For the little shrubs, if you put the leaf that appears to be going 'away' from the player a few pixels lower it will look much more like it's going 'away' and not straight up. I would also make the leaves of said shrubs get darker/lighter at the end to make them appear as if they're bending. The red things on the trees are too saturated and bright. The dirt is also kind of lamely tan, and not a brown color. Try darkening it a bit and play around with more red. Also, the light source is still inconsistent as it was last time you posted. Trees are darker on the left side, where everything else is lighter on the right side. This is easy to fix; just flip the trees horizontally. Most bitmap editors have a flip tool. The crate and fence also appear to have no lightsource/light from above. It's not a big issue but you could try your hand fixing that. Sorry if you feel like I'm attacking your post, you just have a lot of tiles and some of them aren't as good as they could be with just a few small edits. Best of luck.
  24. Make the walls of the cave more curvy, use fewer of those two block tall spires. Find some more rock tiles that you can spread out in the cave. Try terracing your cliffs so one wall has little lower cliffs jutting out of it. Google RMXP caves if you need some more inspiration.
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