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Messages - lisky8

#1
Critics' Lounge / Proportion & Walk cycle
Mon 17/03/2014 18:29:54
Hello all, i'm trying my hand at low res spriting, based on the original Guybrush of MI2, but i've drawn it myself, this is not a repaint.

Any help would be greatly appreciated to improve these:

[imgzoom]http://imgur.com/1nOk0EM.png[/imgzoom]
[imgzoom]http://imgur.com/vRZFq1q.png[/imgzoom]
[imgzoom]http://imgur.com/zcY0yCC.png[/imgzoom]
[imgzoom]http://imgur.com/gdGDL9s.png[/imgzoom]
[imgzoom]http://imgur.com/dLeSD7w.png[/imgzoom]
[imgzoom]http://imgur.com/KYoB8Sp.png[/imgzoom]
[imgzoom]http://imgur.com/JxXe5jX.png[/imgzoom]
#2
The Rumpus Room / Re: Modern Guybrush-ish
Mon 17/03/2014 18:24:07
@Cyrus I might very well use it for a fan game once i've drawn the entire walk cycle and speech :)

@Khris Corrected the background and made it zoomable, hope that makes it a bit easier on the eyes.
#3
The Rumpus Room / Modern Guybrush-ish
Sun 16/03/2014 22:20:49
So, i'm pretty rubbish at spriting. But as a bit of fun, I thought i'd *attempt* to modernise Guybrush from MI2. I didn't draw on top of the original sprite, I just drew a new one by eye. I also made him ginger, because, why not?
Anyway:

[imgzoom]http://i.imgur.com/gJTwtV8.png[/imgzoom]

PS. Sorry for the bright pink BG, I use the colour for my transparent layer.


#4
Critics' Lounge / Re: Help to improve
Fri 14/03/2014 20:51:39
I'll try it out! I've been using an old outdated program called ArtGem, recommended by a tutorial I found on here somewhere. It's very simple to use but powerful, and that's what I like. No necessary over complication.  :)
#5
Critics' Lounge / Re: Help to improve
Fri 14/03/2014 18:29:25
Wow, great responses! Thank you to all. I've been away so hadn't been monitoring the thread. Since posting here, i've gone to do some research on pixel art and composition. I came across this 30 Great Pixel Art Tutorials and have been just practicing on basic objects so far. I had absolutely no knowledge of things such as dithering, and adding texture. I've also recently started using the altogether easier HSV rather than RGB.

With regards to the willy-nilly gradients, I was unsure how to colour the sky, so just went with whatever the program gave me rather than doing the sensible thing of looking at real life skies for reference material and going from there. Also yeah, the resolution of this is much higher than necessary. I had intended to draw at higher resolution and downscale the whole image, but with nothing complete, I can't say how that would have worked.

I am drawing by mouse, but I do have enough patience to go back and edit pixel by pixel as I need to. As I progress I'll look into drawing tabs though, but perhaps in the short term, a mouse that has a higher DPI, unlike my current one which is akin to an Ogre attempting to pull the legs off a daddy long-legs.
#6
Ha, punctuation lacking a bit in my post.

So do I! I've always loved writing stories, and I enjoy scripting/coding but my lack of any artistic ability has held me back. Practice I must though. :)
#7
Critics' Lounge / Re: Help to improve
Sun 09/03/2014 12:25:20
Thanks for the great feedback!

Haha, it is indeed that scene. I would never use anything like this because it's pretty much plagiarism, i'm trying to teach myself how to correctly add depth/perspective to objects and adapt it into something original I can use.
The original scene has a large palmtree right in the foreground with those cool swirly clouds in the back, so I can definitely see what you mean, the middle is empty.

I think my lineart isn't totally rubbish, but then when it comes to adding colour and shading, is where everything falls apart. I now see the Castle/Fort is shiny and that's a bit silly. I'll try and bring the ocean to life, it's those things I struggle with, to correctly add detail. I used gradients on the sky and ocean because I didnt feel confident enough to blend the colours, i'll try using the eyedropper to establish a better palette by hand rather than just having gradients everywhere. I also added a *little* noise afterwards to try and bring out a kind of texture in a few areas, I think perhaps that's too subtle or doesn't have the desired effect.

It is very bright, I wanted the cartoon-y nature but also I don't want it to be over saturated, because that just hurts the eyes and anyone playing a game like that will likely get a headache.
The transitions need alot of work, however, I was worried by removing some heavier lines, i'd lose perspective slightly?
The sand is certainly a bit too brown haha, darker at the far right, than that small mud bit.

Maybe i'll take the image back to BnW and re-colour it better, adding texture in the process.



#8
Hello all. I'm Greg, or Lisky from Wales, UK, and i'm 24. I'm new to the forums, known of AGS for years but it's taken me until now to pull my finger out and actually try and make something. I've grown up with the likes of Monkey Island on the Amiga and watching my Dad play Space Quest. Loved adventure games ever since. I've toyed about with other engines, but nothing seems as easy or intuitive to use as AGS is. I'm more of a coder than an artist, but that doesn't stop me from trying!

:smiley:
#9
Critics' Lounge / Help to improve
Sun 09/03/2014 00:20:21
Hello everyone. I'm very new on the forum but long time lurker. My coding is decent, but my art is terrible. I drew this by eye based off a familiar scene, of a very well known game. But my question is, how can I improve something like this? Any basic tips? Things I should/shouldn't be doing?



Thank you! :)
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