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fortunato

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Everything posted by fortunato

  1. interesting stuff. music isn't my main thing, but i could imagine this with a few other instruments, some percussion mainly. the movement of the song is nice (where the chords go… haha don't know if 'movement' is the right term for it). oh and i'm not terribly active over there, but i've seen you on pixelation. nice pixels :) jungle, i think it might've just been a post for his composition, don't know if it was for a game. is it, slym?
  2. @Relly: > @fortunato > Well it seems that everyone else didn't mind, and some Eclipsians love stealing work (past experience), so I'ma stick with jpegs. You only mentioned things that were already addressed, I said I was going to make a water-sand transition tile already x_x. > First Attempt: > ![](http://i.imgur.com/lapji.png) ah, well that makes sense. and ah sorry bout that, i re-read and saw what you said about the water-sand transition; i guess it pays to read the whole topic! O_O my bad. perhaps i could make up for it by offering some more tips. you're partly right to not want to look at pixel art to do pixel art. this is a good value to start off with especially if you are new to art, because doing things like trying to learn how to draw a tree from someone else's pixel art/drawing of a tree won't help you much; the thing that would help you the most is learning how to draw a tree by drawing an actual tree. but what can help you is learning pixel-ing techniques by studying the pixel art of others (i.e. dithering styles, how they shade certain things, color usage etc.). this is a great way to learn how to make your pixels look very interesting. nice first attempt to the tile. something that's going on with the tile right now is that i see a grid pattern repeated. i've highlighted some of the gridlines for you here, next to your original image: ![](http://i.imgur.com/lapji.png) ![](http://img406.imageshack.us/img406/306/rellysandtilegrid.png) you can tell where the tiling takes place. having the obvious tiling can give your art/game/maps more of a grid looking effect, making it look less interesting and projects less of a convincing environment, if that makes sense. real life has a lot of variation, especially things like sand and grass. one way to fix this would be to keep going at editing the sand tile until the "grid lines" disappear, but thats somewhat time consuming and a bit difficult. instead, another method to do is to make one tile, copy it, take out an inner "chunk" and keep the borders, then pixel a new inside chunk in. if that doesn't make any sense the process is outlined here (in a nice fancy image): http://www.wayofthepixel.net/pixelation/index.php?topic=9865.msg107103#msg107103 i personally believe that this is the best way to get rid of a "tiling grid" because you don't have to worry about re-editing little details in tiles over and over, and you get a bunch of different variations of a tile to work with, so your maps will look more interesting, varied, and realistic. again, good luck… good choice on making your own custom tile set... leads to a more individual and interesting game :thumbsup:
  3. @Aáron: > They meant to save it in JPG. yeah, saw that. edited my first post. to Relly: i'm guessing its so people don't steal the pixels? as i said in my other post, it's hard to judge pixel art properly in .jpg format because it distorts the quality integrity of the image, as in we don't see the proper colors and such (and pixel art is about having the most control of what your image looks like down to the pixel, so if the image is distorted out of the artist's control then it's not really pixel art). i know you can probably see your images in higher quality in files that you have but we can't. i'd definitely like to help/critique with the highest quality image examples possible. though i'm not going to pressure you at all; if you don't want to post .pngs or something like that that's totally fine, as that's you're choice. just saying, proper critique can only happen if your images aren't .jpg/distorted IMO…
  4. @Relly: > Yes actually xD. I was wondering when someone would notice. (the birch trees gave it away I'm sure) > > As for the dungeon floor, I did notice it wasn't as dark as I thought it was. (I made 'em a while back) > > New stuff: > ![](http://i.imgur.com/8JGPo.jpg) hello, nice work so far. first off, you should try to not save as a .jpg for pixel art. one of the only used for saving pixel art in a .jpg format is to possibly prevent people from stealing your pixel art. but you shouldn't worry about that; when saving your tiles to display on the web try to save them in **.png**, a higher quality image format. otherwise save them as .bmp or any other high quality image format (such as .psd if in photoshop) if you're just saving them on your computer. (EDIT: sorry, read one of your posts and it said it was intentional. though i don't understand why some are .jpg and some are not it seems? and also, the advice still stands. it's hard to judge/critique pixel art when it's in .jpg/quality-distorting form) some problems that you have is that your tiles have a bit of a contrast issue. try to increase the contrast between colors on your tiles. if a color seems to be "too close" to another color (as in a color is too similar to another one), take it out. you don't need it; you can just use the other similar color and replace it. i don't know if you're doing that in your latest work because i can't accurately count the colors as it is a .jpg. an issue that you can work on also is your sand-to-water transition. it's a bit inaccurate right now. look at the way water washes up on a beach: ![](http://justinsomnia.org/images/point-reyes-shore.jpg) in this image's case, the seawater is foaming up towards the shore, and its spilling (for lack of a better word) out onto the sand. in your picture, it does not do this. instead, it appears as though the sand is just "breaking up" over the water and actually gives an appearance of possibly floating over the water. this is not correct, or rather, is not how real beaches play out. if you want to make it look a bit more natural, you should realize that the water is actually flowing OVER the beach/sand, and is doing things like foaming up, spreading out like a liquid, etc. try to look at a few pictures of beaches and shores to get the hang of what they look like, and then have a go at your tiles. try out these things, and just post if you have any questions. try saving your image in .png format too, so we can really take a look at your tiles in higher quality. wish you the best of luck. :)
  5. Slime World is a 2D MMORPG set to break boundaries. Its goal is to set a wide, expansive and friendly, community driven atmosphere attractive to players. In Slime World you battle enemies, complete quests, collect items and chat all as a friendly Slime. The setting can be anywhere. The premise of Slime World (as in the gameplay idea) is set in a hub world, where you travel into different gates into different lands and unlock different parts of the hub world. Slime World is a 2D MMORPG set to break boundaries. Its goal is to set a wide, expansive and friendly, community driven atmosphere attractive to players. In Slime World you battle enemies, complete quests, collect items and chat all as a friendly Slime. The setting can be anywhere. The premise of Slime World (as in the gameplay idea) is set in a hub world, where you travel into different gates into different lands and unlock different parts of the hub world. The gameplay type is to be a mixture of collect-a-thon, questing and puzzle all in a fantasy-like, asian-esque environment. Features: -Hub World (with unlockable parts as you go along the game) -Unlockables (as said, hub world unlockables, new worlds, player customization) -Collectables (things buyable with Tokens, Coins to buy things such as avatars, different items to find and collect) -Customization: I plan to have lots of avatars released over a certain amount of time that the players can buy with special coins received through certain means (bosses, events, etc) -Mini-Games/Chance Games: I plan to have mini games such as the ones in many old legend of zelda games (pick a random chest, get a random item, etc) Screenshots: ![](http://img822.imageshack.us/img822/8333/hubworldbeta.png) _Hub World Beta_ ![](http://img842.imageshack.us/img842/291/firstworldbeta.png) _The gate of the first world, beta_ The goal is to create a really friendly, broad and good, play-encouraging (if that makes sense) environment. Art wise, I want to give it the air of games like Gunbound and give achievements that people can collect and show off etc. Im rambling haha **I need scripters, mappers, any graphic artists/spriters, and anyone who has good ideas.** Please message me if you would like to help on a really big and exciting project.
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