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Sunku

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Posts posted by Sunku

  1. > Sorry to join in on the parade raining, but this forum is a two-way street. You're asking us to help you build a house, yet you've not even laid down the foundation for it. Everything about your technique is wrong because you've neglected to learn the fundamentals. If you really want to pixel, then go learn the basics from tutorials. From there, we can tell you what you're doing right and what you're doing wrong.
    >
    > Some people have a natural inclination and get to bypass a lot of the steps. Doesn't look like you're one of those people. Therefore, you're gonna have to put in some effort before you can make _cool stuff_.
    >
    > Need a starting place? [This](http://vanmall.deviantart.com/art/Basics-of-Pixel-Art-312464865?q=gallery%3Avanmall%2F10198081&qo=0) is decent. Google is your friend.

    I think you were the most helpful.
  2. > I'll give some advice.
    >
    > For one the palette is fugly. Look up hue-shifting, it will help make things look better.
    >
    > The shading on the sword makes it look like a brick on a stick, because the highlight is to the far left of the blade, and the shadow is at the far right. Instead try putting the shadow down the middle, with a brighter strip on the right and keep the highlight on the left but extending to the tip of the blade.
    >
    > The apple isnt bad, but I would bring the highlight more towards the right and make it bigger with possibly one speck of highlight near it (has a nice effect).
    >
    > Also, outlines can improve these but dont use black. Pick slightly darker colors than the shadows. The sprite in particular would benefit from an outline because it looks washed out. Changing the palette will help here too.
    >
    > The sprites dimensions are off in several places. The shoulders are too wide. The elbows shouldnt be visible from the front. And the feet are spread outwards too much. Do an experiment and stand up normally. You should notice that your feet are more parallel with your line of sight if youre looking straight ahead.
    >
    > Hope that helps.

    It does, mostly.

    > My advice for everyfuckingbody around here is that just because you are working with a 2D engine does not mean you automatically must aspire to be good at pixelart. Because you will not and it is not worth it aspiring for.
    >
    > Just because there are some good pixelartists here, just because the general trend of "indie games" is using pixelart, does not mean that you have to do it. It just turn you into yet another retro wannabe. If you feel that you ducking have to do graphics (it would also be worth considering if it actually is something you feel comfortable not only doing but also showing to people after you do it) how about not being a mindless drone and try something new?
    >
    > This forum is filled with subpar or downright horrible "pixelart" to the point where adressing single threads in showoff is a waste of time, because they all lack the same thing - and that would be talent. So, dear reader… ducking stop. Pixelart is not for everyone, and if it's not for you, that's fine. Maybe there's something different you can do with your free time.

    I'm not improving pixel art most for Eclipse, just so I can make cool stuff with it.
  3. > I've got two versions for you:
    >
    > ![](http://services.glaciate.net/file_host/host/84edb00a33bbff5cc5526297b687c4f0.png)4
    >
    > ![](http://services.glaciate.net/file_host/host/0c23e2777d2706c0de2846dce8a4dd14.png)
    >
    > Personally I like the second one - it links the two words much better. It's also worth bearing in mind that the "Atomix" bit looks a bit weird because of the 'chewed' metal - on the high resolution copy it looks fine. If it's really a problem at lower resolutions, I should be able to fix it. In fact, this resolution doesn't so it justice in the slightest really.. I may have messed up a bit there. It should have a carbon-fibre type texture on it, but it's just merged into a gradient.
    >
    > I'm also contemplating trying to lighten up the "Atomix" bit. I think it might be too dark, but that's really just personal preference. Let me know what you think.
    >
    > I think I might have another crack at this, I've subsequently found some areas I'd change. Consider these a first draft; just pick a layout. ![;)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/wink.png)

    I'd love to use these! They're awesome, nice work. But, if you want to you can lighten up some colors and fix some things and then show me. All I've gotta say is good job!

    > Here's another version Tahnner:
    >
    > ![](http://services.glaciate.net/file_host/host/3250ab5d747d78703888e06857fd5d94.png)

    Nice! I love how they all turned out!
  4. > Budweiser, I'll have you know that I have taken several college courses on advanced essay writing, and for a time pursued a career as a professional writer. I have won writing contests here on the Eclipse website, and my current job mostly consists of writing. Having a highly developed vocabulary that I am comfortable with using is simply a fact of life.

    I've always wanted a 'developed' way of typing in words. In fact at this point I can say that you're a true idol of mine when it comes to writing.

    On-topic: Pretty much read all of it and still thinking over a response.. Heh ![:huh:](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/huh.png)
  5. > I've provisionally (i.e. awaiting feedback) finished Wouterdemoor's logo, so I'll be starting on yours this evening (assuming I don't have to make some changes). Just want to check you're still happy with the current design specs:
    >
    > -"Atomix Design"
    >
    > -Neon green and dark orange
    >
    > -"Atomix" section post-apocalypse, "Design" section futuristic/slick.

    I'm still happy with what is there. Can't wait to see it done.
  6. It was created with the intention of being an MMORPG(more of a MORPG) Engine. If you came to this site, I'd think you'd be wanting to make an MORPG. Anyway more on topic and less of being an arsehole, I think it'd be an interesting thing to see.
  7. > Just to update people: I'm still working on Wouterdemoor's logo. I'm in the middle of my exams at the moment, so I don't have much time to spend on this.
    >
    > Rest assured I will get around to all of them eventually. Apart from those who messed me about (see edits).

    We can wait for it Syn, or I can. I'm actually really excited to see how my logo will look.
  8. **_I've been away for a while and decided to come back once I got the free time. Now that I have that time, I'm glad to say I'm going to start making a game… Again.. Anyway, I think a bit about what I'll be doing for this project would be nice.

    I'm going to map most of the game and try to improve my pixel art, but as for bigger graphics (GUI, Tilesets, Logos) I'll need help. So pretty much this is to improve my pixel art and Mapping skills. (and to make a game that will not be left)_**

    Story**:**

    >! Chapter1**:**
    _The land of Esperia, a continent that has beautiful plains, gorgeous mountains, and very peaceful community. This community was ruled by a king of sorts, but their family wasn't the only to rule. Before death the king would assign someone that he thought was trustworthy of being king, to that position; whether it was family member or some stranger he might have spoken to once. The most recent king, Armond had passed away, leaving someone he "thought" he could trust to continue his work. This new king was named Damon, he was a very intelligent young man, with very mature skills, but he didn't want to keep the place peaceful as it was. He wanted everyone to pay him for his protection. Seeing as the new king had made this new "law" the people started to think about voting for a new king, but before they could do so, Damon had summoned monsters. The monsters would wander the land and kill anyone that had not paid him. Most the people of that kingdom had died, but for the ones that had escaped, they started their own kingdom, but they decided to have set laws instead of a king. This is where you wake up, a truly peaceful community at the outskirts of evil and destruction, but it wouldn't stay that way for long. Damon had found their community and sent monsters over to ravage the land. People that had survived are now old and too weak to protect their land, so the people all do the best they can to keep out the evil and even try to stop Damon._

    Positions & Requirements**:**

    >! **Programmer:** _You must PM me an example of what you've programmed and have legitimate proof._
    **Larger Pixel Artist(s):** _PM me an example of a modern-retro logo, GUI, or tileset._
    **Mapper:** _PM me an example map, there will only be one other mapper for collaboration purposes._

    Materials & Credits**:**

    >! **Engine:** [_Eclipse Mega_](http://www.touchofdeathforums.com/community/index.php?/topic/129719-eclipse-mega/)
    **GFX:** _RPG Maker XP, **Enterbrain**_
  9. I have a request. A website logo with the text Atomix Design.

    The main colors I hope for are a neon green and a dark orange.

    For the Atomix, I'd like to ask for a post-apocalyptic look and for design, something completely opposite.

    Thanks for reading this if you did :V
  10. So yeah, I've been away from this community for a while, but when I got some free time I decided to come back and make something that can be judged. So I'm going to be working on my pixel art and showing you guys to get some pointers on how to make them better.

    Thanks for the opinions if you give them, this post will be updated if I improve a previous one or make a new one.

    >! Sword
    >! [attachment=779:Pixel Sword.png]
    >! An Apple
    >! [attachment=780:20.png]
    >! Male Sprite
    >! [attachment=791:Man.jpg]
  11. > He means what theme.
    >
    > You need to give a basic premise of your game.
    >
    > Also you're going to have a VERY hard time finding two artists with a similar enough style that it's not noticed by players as seeming a bit "off", conflicting art styles are going to kill your project before it begins. If you've got money to spend you can hire professionals, they're much more likely to be capable of emulating another artist, even more so if you discuss and settle on specific art styles that you'd like.
    >
    > An example would be to find a tutorial for a certain method of dithering and telling them to only use that style, it will go a long way toward consistency.

    I don't have money so a professional is out, but I can find a tutorial of a certain style I want the pixel artist(s) to use.

    > EDIT* - unpaid, hm. You really have no option but to wait for your chosen artist to finish his graphics, which seldom ever happens because it's alot of work for a single artist. My recommendation then would be that you designate one artist for tilesets and another for items/basic characters allowing shading/texturing of the characters to be done by the tileset artist.

    I don't 100% understand what you mean by the first part, but I can get it so one is doing the tilesets and the shading, while the other does the items and basic characters.

    > By the way; the unsettling use of the phrase "go faster" makes me think you just want something quickly thrown together for people to play. Impatience is your enemy.

    Well, I don't exactly mean it that way, but I just want it so I can get some screenshots; maybe I should try to be more specific, or that's what I've collected from what you've said.
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