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Deckiller's Return
How is there not an E3 topic yet? Welp here you go.
Final Fantasy VIII: Sleeping Lion Heart
The GIFs don't look that smooth, but I'm assuming it's because of being GIFs. Otherwise these are some slick animations.
Alexels
Something I did for the Pixel Dailies challenge on Twitter. For those who don't know the reference, this is a mock screenshot of an Alien Analysis screen if I were remaking X-Com. This was done in a pseudo- X-Com Terror from the Deep style.
Shadows of Adam
Hey Tyler! Saw you and Shadows of Adam the other day on the gamedev group on Facebook. Glad to see you and the game here. You just got yourself a subber!
Alexels
Sectoid and Floater from XCOM: Enemy Unknown. I absolutely LOVE the alien designs in this game. Very distinctive and ... extraterrestrial down to the silhouettes.
Alexels
Homu's Pixel and Art Dump 2.0
Ah yes speaking of dithering .... I see you've already done quite a bit of dithering on your previous pieces. Although the quality does seem to vary quite a bit ... If you want a little bit more input on that, then here.
The dithering on his arm over here is pretty good - blends in well and not easily noticeable. Although I don't see why you need to dither at all there ...
On the other hand, there's the force field(?) on this one. I reckon there's a real need for dithering here. But the chosen colors are kinda bad. Too much contrast. You could've added another color from the same piece
Anyway. Dithering can be useful, but it also can be a hard to tame beast. It's like drugs. Don't ever get too obsessed with it. It's easy to do, but it's hard NOT to. Once you start dithering THERE IS NO ENDING OTL In my experience though, you should only dither where you absolutely have to, to achieve a smooth transition, and just really can't get away with cel-shading, like a smoothly bent surface (like a cylinder), or a fading light/shadow. Like so.
Also, I'll PM you a thing regarding the staircase.
The dithering on his arm over here is pretty good - blends in well and not easily noticeable. Although I don't see why you need to dither at all there ...
On the other hand, there's the force field(?) on this one. I reckon there's a real need for dithering here. But the chosen colors are kinda bad. Too much contrast. You could've added another color from the same piece
Anyway. Dithering can be useful, but it also can be a hard to tame beast. It's like drugs. Don't ever get too obsessed with it. It's easy to do, but it's hard NOT to. Once you start dithering THERE IS NO ENDING OTL In my experience though, you should only dither where you absolutely have to, to achieve a smooth transition, and just really can't get away with cel-shading, like a smoothly bent surface (like a cylinder), or a fading light/shadow. Like so.
Also, I'll PM you a thing regarding the staircase.
Homu's Pixel and Art Dump 2.0
First of all, mad props for using this kind of AA. I don't see a lot of people doing this.
Great work here. You seem to know the way of the pixels very well, and really do care about each and every pixel, as your works are very clean and crisp. Which is something I value a lot. And I think it's quite a major determinant whether one is a pixel artist who truly understands and appreciates the medium, or just "someone who happens to also do pixel art".
Anyway, a bit of criticism (maybe nitpicking rather) if you don't mind. Some of your lines have quite a bit of unnatural bumps, such as on the dress, instead of being a ... systematic (for the lack of a better word) increasing/decreasing staircase, like 4-5-7-6-4 instead of the more natural 4-5-6-7-8 staircase. Couple this with AA and the dress looks a bit as though it wasn't ironed very well.
As for the top-down RPG tiles, I think you might want to set a standard perspective for everything you make - trust me it will save you from inconsistent perspective disasters. The perspective of your stuff so far is consistent, so that's good. Although it's not exactly the same perspective as most other RPG Maker tiles. If that's a conscious choice, then all is fine. But if not, then here's a quick guideline to the default RM-spective:
It's not a strict ratio by any means. A few pixels too long or too short just so things fit into the grid nicely won't hurt. It's just a general guideline to keep the perspective consistent.
Hope this helps somehow!
Great work here. You seem to know the way of the pixels very well, and really do care about each and every pixel, as your works are very clean and crisp. Which is something I value a lot. And I think it's quite a major determinant whether one is a pixel artist who truly understands and appreciates the medium, or just "someone who happens to also do pixel art".
Anyway, a bit of criticism (maybe nitpicking rather) if you don't mind. Some of your lines have quite a bit of unnatural bumps, such as on the dress, instead of being a ... systematic (for the lack of a better word) increasing/decreasing staircase, like 4-5-7-6-4 instead of the more natural 4-5-6-7-8 staircase. Couple this with AA and the dress looks a bit as though it wasn't ironed very well.
As for the top-down RPG tiles, I think you might want to set a standard perspective for everything you make - trust me it will save you from inconsistent perspective disasters. The perspective of your stuff so far is consistent, so that's good. Although it's not exactly the same perspective as most other RPG Maker tiles. If that's a conscious choice, then all is fine. But if not, then here's a quick guideline to the default RM-spective:
It's not a strict ratio by any means. A few pixels too long or too short just so things fit into the grid nicely won't hurt. It's just a general guideline to keep the perspective consistent.
Hope this helps somehow!