Page 89 of 109
Posted: Tue May 17, 2016 7:14 am
by Ichiro
Here's a pic of your manager in Dark Planet.
Posted: Tue May 17, 2016 5:01 pm
by kylekrack
Master K wrote:
Side by side comparisons of new art vs old
Much more dynamic. Great use of value.
Posted: Tue May 17, 2016 10:46 pm
by guo
Big improvement Master K! Nice work.
Posted: Sun May 22, 2016 10:16 pm
by kylekrack
This isn't as much showing off as it is a request for feedback. I'm tryin to work on posture and detail in hero sprites without using too many colors and I'm struggling a bit. Does anybody have any tips for how to improve the clarity of this sprite, or just have anything to point out that looks bad? I've reworked it several times now, and this is the best I've come up with.
Thanks.
Posted: Sun May 22, 2016 11:19 pm
by Foxley
Let's see, the only thing I don't understand visually is the face, are the red pixels supposed to be their mouth? It's also hard to tell what direction they're facing. If their head is facing completely to the right, then the perspective of the rest of their body shouldn't be turned more than 90 degrees - that'd be some serious neck pain. The rest of the body looks great to me.
The sword kind of has banding issues, I think it should either be straight vertical or at more of an angle to avoid the banding look.
Posted: Sun May 22, 2016 11:37 pm
by kylekrack
The red dots were me playing around. Supposed to be face paint. Her head is facing straight on. I should have taken that out before taking a screenshot. My bad.
Posted: Sun May 22, 2016 11:50 pm
by Foxley
Ahh I see, so her other eye is hidden by her hair then. I'd recommend making her eyes lower in that case, or perhaps even making her face smaller. It looks a bit vertically long, proportion-wise, like there's a lot of distance from eye to chin.
Posted: Mon May 23, 2016 3:00 am
by kylekrack
Ok I tried to follow what Foxley told me a bit and I also added a bit of an animation to it.

Posted: Sat Jun 04, 2016 4:57 am
by Foxley
Some Mode 5 CGA sprites I'm doing for funsies.
Posted: Sat Jun 04, 2016 5:17 am
by Taco Bot
Nice! I'm digging the ghost, it reminds me of Oggie Boogie from The Nightmare Before Christmas.
Posted: Sat Jun 04, 2016 8:48 am
by guo
Love the retro sprites, Foxley.
Posted: Sun Jun 19, 2016 11:00 pm
by TabletopTimeTurner
Here's a little screenshot of the main character in a hallway, not much but i like how the room and sprite turned out
Posted: Mon Jun 20, 2016 12:46 pm
by TMC
That looks pretty nice. I never thought of drawing floorboards like that, but it works. Drawing the sun coming in through the window makes the map feel a lot more 3D and real, though I think that it doesn't have the correct angle: the vertical sides of the sun spot (what do you call an anti-shadow?) should point at the base of the wall underneath the window, if I did the geometry correctly. Also, the dither pattern for the left hallway looks a bit odd because it seems like there are shapes in it although it looks like you placed dots random and didn't intend that?
Posted: Tue Jun 21, 2016 1:05 am
by TabletopTimeTurner
TMC wrote:That looks pretty nice. I never thought of drawing floorboards like that, but it works. Drawing the sun coming in through the window makes the map feel a lot more 3D and real, though I think that it doesn't have the correct angle: the vertical sides of the sun spot (what do you call an anti-shadow?) should point at the base of the wall underneath the window, if I did the geometry correctly. Also, the dither pattern for the left hallway looks a bit odd because it seems like there are shapes in it although it looks like you placed dots random and didn't intend that?
Hey thanks for the advice man, i made the end of the hallway on the bottom left a pattern instead of randomly placed dots, I also changed how the outside looks because I remembered that I made it dark outside when battling. I'm not 100% sure i understood what you meant about the window so i just kinda put the light closer to the window haha.
Posted: Tue Jun 21, 2016 2:01 am
by Taco Bot
It looks about right, maybe move it one or two pixels to the left and it'll be perfect.
EDIT: What TMC meant is that when you draw lines across the "shadow" it should match up with the windowsill. Example of how it is currently:
