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Shiroi Akuma

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Sinweaver

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Hah, thanks for the in depth explanation. 

There is no need to be sorry lol... If I am afraid of constructive criticism, I wouldn't be posting here  :guffaw:
 

arcthemonkey

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Maybe I am just art-blind, but the original looked okay to me. I just assumed the scales on his back covered a really wide area? I shouldn't try to argue with the experts, I suppose ;)

I was hoping I could bounce my game logo off of you guys. It's a joke/comedy/parody game composed of cliche JRPG tropes, and I wanted the title and log to reflect that heritage, while still being classy and professional looking. The title is intended to be every bit as cringe inducing as it is. Obviously, I drew a lot of inspiration from the Final Fantasy logos. The Japanese text reads "duragon fantaji questo". Am I on the right track?



One piece that will probably need to change is the dragon, himself, as pulled him from a royalty-free clip-art page, but later discovered he is getting passed around the web and nobody can agree who created it. I don't see that as a big deal, since the concept won't change.

Here is my test title screen, for reference:

 
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Kenen

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@arcthemonkey

The logo looks good, but more importantly, it's super nice and crisp on your title screen. The colors blend together nicely with the background, and the white outline looks nice with the window skin's outline. That's a keeper, Mr. Monkey Dude.
 

KanaX

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The final result leaves me unsatisfied, but I cannot figure out why. Any ideas?
 

alberach

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The final result leaves me unsatisfied, but I cannot figure out why. Any ideas?
The only thing I can see is a lack of perspective on the candles. The chandelier is nicely modeled, but a bit flat looking.
 

KanaX

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Any suggestions regarding the flatness?
 

arcthemonkey

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Any suggestions regarding the flatness?
Honestly, I tried googling pixel art candelabras and chandeliers, and yours is pretty much the least flat I could find! My only thought would be to add some shading to the sides of the candles to make them seem more cylindrical or at least give them some contrast.
 

KanaX

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Yes, I'll try experimenting with shadows a bit. Thank you very much!
 

alberach

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Another suggestion - maybe try rounding the bottoms of the candles slightly, so it doesn't look like you're staring directly at the sides of them?
 

cosmickitty

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you've got it too 2d, here's one I did for a game: http://puu.sh/lvpHU/e5ba727872.png

I'd start by spacing it out more.  If you need to keep it within the 64w fill the entire thing, it looks very bunched up.  Then remember you're working with a 3d shape and there will be images from the back... technically a chandelier in RM perspective would show the entire rounded top... but I think you'd have to fudge the perspective... I think that would look odd otherwise.  Show depth by changing the value for the back portion of the chandelier.  Also your outline is a little hard, i'd try either a lighter color or selective shading so it doesn't look so fat
 

arcthemonkey

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I'm working on a tile that people can use to add light beams cast from windows, but I'm not sure what the best way to do it is. I guess my main questions are, 1: Is this something people like to do with tilesets (this version uses three tiles!), and 2: Am I on the right track? Should I make more? I'd like to also do them for windows on the side walls that you can't see.

My main concern is that if you put an object in front of them, the light never really hits it in a realistic way.





Here are the tiles, plus a version with a window under them to help position them in a tileset if you want to play with them:





Note: I like to stick with the "sun slightly to the left" concept baked into the RTP, which is why I drew these to reflect that the sun isn't shining in the window straight on.
 

GrandmaDeb

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@Arc - I like them. =]


I feel like I am making good progress on these.


The lower windows are getting most of my attention (they were so bad!) but the autotile frames still need help.


(I included the dark-blue paned SciFi windows for comparison.)


MV style does not have the graduated shadows and I am getting used to the style. Tips appreciated.





(previous version)




]
I did think carefully about changing the glass. I found picture of the look I am going for:


http://media.treehugger.com/assets/images/2011/10/glass-box.jpg


Making panes of glass which tile over large area is hard with the style of beautful windows like Lunaea's.


I am looking for more of help with the frames, but I am pretty happy with how things are looking now.


Still would appreciate and help. I think the shadow line at the top of the tiling, large window is too blue.
 
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Iliketea

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Hi everyone

I hope you can give me some feedback to three of my games main characters ^^

All in all I am quite satisfied with them, but as they are my "babies" my opinion might be biased in that matter.

One thing i am NOT satisfied with, are stuff like the wrinkles in the clothes and the shading. 

If someone has an idea how to improve that I'd be really happy!

The main character Anya (15) 
Kimberly, the drunken gambling addict  that likes sheep and squirrels ( 22 )
Melidas, the with 12 years younges one in the team. Is a boy.
 

Apples

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I think you're doing a really good job on the shading part. It's just that some parts lack saturation and darkness? To put it in a simple way, some of the shaded areas (especially around the neck) aren't just visible or are hard to see. I would try darkening them more since the neck would usually get overshadowed by the head. I'm really bad on clothing folds so I'm not sure if I can help you with that. Sorry. I noticed that Melidas' hands are a little out of proportion from her size but maybe that's just me. ;_;
 

Sharm

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@GrandmaDeb:  With all that blue your gold is looking rather green.  You may need to warm it up a bit, make it more red.  I agree that the shadow is looking a little too blue.  You could try greying it out a little, it's probably just a little too pure.

@Iliketea:  Those are some fun designs!  Though I have to question your MC's choice of wearing a glove on the hand that doesn't hold the blade, that seems a bit counter to the whole reason for wearing a glove in the first place.  If you want to make your shadows look more dynamic, try hue shifting.  You make the highlights shift towards the color of the light and the shadows shift towards the opposite and it gives the whole thing a lot more depth.  As for everything else, references are your best friend as an artist, always use them!
 

Iliketea

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To put it in a simple way, some of the shaded areas (especially around the neck) aren't just visible or are hard to see. I would try darkening them more since the neck would usually get overshadowed by the head.
If you want to make your shadows look more dynamic, try hue shifting.  You make the highlights shift towards the color of the light and the shadows shift towards the opposite and it gives the whole thing a lot more depth
I will try that 

Sorry. I noticed that Melidas' hands are a little out of proportion from her size but maybe that's just me.
Oh, I will take a look at that ( I hate hands ><)

Though I have to question your MC's choice of wearing a glove on the hand that doesn't hold the blade, that seems a bit counter to the whole reason for wearing a glove in the first place
Ummmmm.... Anya is left-handed! .... ? 
 

Sharm

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*hits forehead*  Right.  She's carrying it the same way Link does.  For some reason I was thinking the sword would have to be drawn with the far hand, the same way it would be if it were on her hip.
 

Iliketea

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*hits forehead*  Right.  She's carrying it the same way Link does.  For some reason I was thinking the sword would have to be drawn with the far hand, the same way it would be if it were on her hip.
Well to be honest she just became left handed ^^ '' * cough* Just thought the sword looked better on that side * cough* :|

So you made a valid point there XD  :guffaw:
 

Celianna

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Hi everyone


I hope you can give me some feedback to three of my games main characters ^^


All in all I am quite satisfied with them, but as they are my "babies" my opinion might be biased in that matter.


One thing i am NOT satisfied with, are stuff like the wrinkles in the clothes and the shading. 


If someone has an idea how to improve that I'd be really happy!
Here's a few edits I made for Kimberly. Hopefully that points you into the right direction. Sorry about the black background, I was too lazy to save your image to my computer :x


 
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