cardo Posted June 24, 2013 Report Posted June 24, 2013 Cheers Sentura. Think next time I'll use a few different brushes. Got a bit carried away with the one brush and it gave the image a nasty blur effect. Ok as a thumbnail though! Quote
Tschoppo Posted June 25, 2013 Report Posted June 25, 2013 (edited) great work cardo! @sentura, you're totally right, overworked it a bit to establish the volcano as main focus. Edited June 25, 2013 by Tschoppo Quote
Sentura Posted June 25, 2013 Report Posted June 25, 2013 Cheers Sentura. Think next time I'll use a few different brushes. Got a bit carried away with the one brush and it gave the image a nasty blur effect. Ok as a thumbnail though! yeah, now that you mention it the blur definitely is too much. usually the first thing that catches me is the composition, which is pretty well established. for next time you could perhaps also try and use the classical dynamic for light and shadow where you have one diagonal line of light and one diagonal line of shadow stretching from corner to corner. IF you're into experimentation, anyway. great work cardo! @sentura, you're totally right, overworked it a bit to establish the volcano as main focus. it's better, but the wanderer and the castle still stand too much out. the wanderer really needs to be a silhouette and at the very least the castle needs to be obscured by fog or smoke or something. on a minor note, stuff like skulls etc. - put them in piles or create more of them, then they also attract less attention. if you have a singular skull it's more likely people will take it as a symbol of something and allow it more attention, whereas if you have more of them they'll become an attribute of the setting of the image. Quote
selmitto Posted July 2, 2013 Report Posted July 2, 2013 (edited) http://blog.anselmo.gd/?p=1129 Random test of a turnaround animation of my lovely character ;D (it was created on Nintendo DSi's Flipnotes while I was testing that thing) Edited July 3, 2013 by Al Anselmo~Intelect0 Quote
Tschoppo Posted August 9, 2013 Report Posted August 9, 2013 Thanks for the Feedback back then Sentura, i didnt wanted to revise it too drastic but i´ll try to avoid those problems for future work.I started this one on a long night drive in sweden,closest thing to a live painting i ever did. ⌐■_■, Minos, Sentura and 1 other 4 Quote
Sentura Posted September 29, 2013 Report Posted September 29, 2013 This came out of some damage control for a different concept. ~1 hour ⌐■_■, KoKo5oVaR, Thurnip and 1 other 4 Quote
Sentura Posted September 30, 2013 Report Posted September 30, 2013 I guess I should have said CRITS WELCOME LOL Quote
KoKo5oVaR Posted September 30, 2013 Report Posted September 30, 2013 Well this is very.. VAGINAL .. I LIKE IT Seriously it looks good mate , the bottom is great because you feel the depth very nicely, but you don't have the same effect with the upper part of the image, maybe that could be a path of improvement Sentura and PogoP 2 Quote
Sentura Posted September 30, 2013 Report Posted September 30, 2013 Good point. I think I'm kind of missing some way of doing it since it's "opening up". I think maybe adding some gradient between the foreground and background would help, but then it might also destroy the image by forcing too much of the foreground into the background. Maybe I just need to accentuate the foreground more as foreground and the background more as background. I think I generally botched the shading - so that's definitely where I want to improve. Quote
Warby Posted December 13, 2013 Report Posted December 13, 2013 this game just doesnt leave me alone FMPONE and AlexM 2 Quote
blackdog Posted December 14, 2013 Report Posted December 14, 2013 I guess I should have said CRITS WELCOME LOLLike it. To give more depth i'd try to add something in the very foreground; and expanding on what KoKo wrote, you probably can darken a bit the top part and that should maybe add that depth.And the shadow of the character looks a little bit washed out for how dark is the character's back. Quote
AlexM Posted February 5, 2014 Report Posted February 5, 2014 (edited) Practicing pixel art and programming in Haxe/OpenFL/HaxeFlixel (special programming language that translates to other languages, really good for multiplatform stuff). You can also see the clouds in motion (their brightness changes relative to how close they are to the sun. http://mahwebspace.levelism.com/flixel/chasingthedead/ EDIT: CRAP! those clouds should not be moving that fast, I was just doing that to debug the lighting thing. Edited February 5, 2014 by AlexM Quote
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