Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Medevenx

Pages: 1 2 3 ... 5
Game Art / Re: Experienced Pixel Artist and Animator here!
« on: August 01, 2012, 12:10:49 am »

Game Art / Re: Experienced Pixel Artist and Animator here!
« on: July 04, 2012, 04:09:20 am »
What he is failing to detail for you is that the large, perhaps even phallic-like, sword is being held at crotch level with accompanying thrusting motions by the wielder of said sword. The awkwardness is doubly strong as the character is female, bringing up thoughts of sexual self gratification on her part in the minds of the viewer.

you sir, have a brilliant mind.

I was trying to avoid using too much colors for the sake of choosing the best colors. I will think about changing the actual color (not just the shade) of the tie for convenience sake.

Thank you all :)

Game Art / Re: Experienced Pixel Artist and Animator here!
« on: July 03, 2012, 04:21:03 pm »
Yeah sure buddy

Game Art / Re: A little criticism/advice for a level mock-up of mine?
« on: July 02, 2012, 04:32:14 pm »
You need to dither the sky

Game Art / Re: Experienced Pixel Artist and Animator here!
« on: July 01, 2012, 09:51:02 pm »
Oh hell no it's flopping x_X

Change the color or something.

I don't understand. Anyway here's an update.

And no I don't have a PJ account :))

Game Art / Re: Experienced Pixel Artist and Animator here!
« on: July 01, 2012, 06:42:06 am »
Newer works

This is why short dev cycles are your friend. Longest I've ever took to finish a game was 10 days.

...And I still have like 3 unfinished projects I know I'll never go back to again.

But was it a good game?

That's the question you got to ask yourself.

Game Art / Re: How does one upload a picture onto forums?
« on: June 25, 2012, 10:22:44 am »

there will be an image tag there (2nd in line) after you upload just copy that

it should look like this

Code: [Select]

Paid Work / Re: Artist looking for team
« on: June 25, 2012, 10:21:14 am »
I know you said your website is in your profile but have the courtesy to post it here as well. Also, having at least SOME art from your portfolio being posted here would also be nice because we would have an idea of what you can do IMMEDIATELY instead of having to click your profile THEN your site.

Game Art / Re: What is missing with my pixel art?
« on: June 25, 2012, 12:57:55 am »
I said come back when you got stuff done! lmao

Anyway, here's another example.

Ailit's Ship (shaded by part/by brick like yours right now)

Metroid Zero Mission Ship (shaded as a whole)

Paid Work / Re: I am looking for a team
« on: June 24, 2012, 12:06:26 am »
music isn't included because you can find a music guy anywhere and you can't start a game with just music..
*Points at the thousands of rhythm games*

Besides, what's the point of starting a game if you can't finish it? ;)

Ever played a rhythm game without the music? I have

Game Art / Re: A question regarding art types.
« on: June 23, 2012, 11:58:24 am »
Not only software, but pixel art is free to create (MS Paint can do it), you have control of exactly each pixel placed.

Pixel art is an expensive "art style" and many people will pay just to get that retro style (ie Scott Pilgrim, The Hunger Games, Megaman 9)

Problem with pixel art is you can't do zooming in and out with them which is vector art's advantage (perhaps ONLY advantage) over pixel art.

Game Art / Re: What is missing with my pixel art?
« on: June 23, 2012, 11:54:54 am »
The first, and largest, problem is that you are only using 3 shades. Pixel art, generally speaking, is tends to be at least 4 shades, and even then, it's usually 5-10.

This is so much bullshit. Anyway I'm going to help you solve your problem RIGHT NOW.

First, upload your shit there get the image tags paste it here. Why does it matter that much? You can't see the attachments when replying to the thread and for obvious reasons I won't state.

Basically, what you're doing is shading the wall block-by-block. DON'T do that. If you notice the Legend of Zelda example Kajits gave you, the wall makes use of the palette which allows the player to acquire a sense of depth among these walls.

Basically, the most bottom ones are darkest and the top ones are the brightest (because the light source is above holy shit) Do NOT shade the wall block-by-block but shade it as a whole

Q: Then the bricks would look flat right? hahaha NO.

Q: Then wtf do I do how do I separate them? Other than using outlines (which I can see you have) make use of shines (bright colors) instead of the top outline. That means that the brick isn't flat, a small part of it is being hit by the light from above.

Q: How about them colors? Here's what I know about color choice..

Dark Floor: Bright Wall
Bright Floor: Dark Wall

The walls need to contrast the floor to represent the obstacle (WALL) difference from playing field (FLOOR) Your colors are both too dark as of now.

PS: When doing these kinds of tilesets, it's best to have the light source come from above (your house has some freaky angled light source)

Anyway good luck just come back when you get stuff done bro

Paid Work / Re: Beta tester available!
« on: June 22, 2012, 09:33:36 am »
Your result of badmouthing our reputation has given me a bad impression on you so you kind of badmouthed your own reputation

Game Art / Re: What is missing with my pixel art?
« on: June 21, 2012, 08:20:56 pm »
An image tag. Don't attach images

Pages: 1 2 3 ... 5