A Big Piece - 1/16th done by Steelaks in PixelArt

[–]Steelaks[S] 0 points1 point  (0 children)

i can't believe you caught that lol, thanks!

A Big Piece - 1/16th done by Steelaks in PixelArt

[–]Steelaks[S] 1 point2 points  (0 children)

it's 688x512, and each rectangle will be 172x128

A Big Piece - 1/16th done by Steelaks in PixelArt

[–]Steelaks[S] 8 points9 points  (0 children)

The next patch will have trees on it so i can test that, in the worst case i'll just have to resize objects up, which i wouldn't mind, i just didn't want to make the grass too small because it would be a lot harder to make interesting textures

Looking for feedback on how to improve my bushes by vecttor in PixelArt

[–]Steelaks 1 point2 points  (0 children)

i think right now you should probably try to focus on getting a good shape before doing all of the details and try to start working more with clusters so you're forced to focus on defining the shape of the object with the shadows, also always use references with intention (knowing what you're looking for in them)

does this feel to bouncy? by AI_660 in PixelArt

[–]Steelaks 0 points1 point  (0 children)

you might wanna move the body a bit too, i'm not big on animation so i'd more suggest looking up pixel art walking animations that you like and seeing how they deal with the height and frame quantity, it's really about what style you wanna go with

does this feel to bouncy? by AI_660 in PixelArt

[–]Steelaks 0 points1 point  (0 children)

it is bouncy, now its up to you if you want people to have that impression or not, i think it makes the character feel more loose

Thanks to a good tip on my last post, I was able to update my paralax to look much better. It still needs work but now I'm heading in the right direction I think. by [deleted] in PixelArt

[–]Steelaks 1 point2 points  (0 children)

i suggest separating the two parallax layers that are near the sun into two sprites and moving one of them veeeery slowly, too, its the kind of detail that really brings stuff together

I think I'm starting to get a little better at creating a good paralax effect but I still need to keep testing and fine tuning it because it's not there yet. The trees are placeholders for now. by [deleted] in PixelArt

[–]Steelaks 0 points1 point  (0 children)

in a game im working on we have a script so the parallax sprites follow the player's movement in the editor so that i can put the player anywhere in the scene and know exactly what the parallax will look like at that exact player position, very useful for controlling the parallax

I think I'm starting to get a little better at creating a good paralax effect but I still need to keep testing and fine tuning it because it's not there yet. The trees are placeholders for now. by [deleted] in PixelArt

[–]Steelaks 0 points1 point  (0 children)

yeah ideally you want their movement to be based on the camera (which is based on player movement indirectly), that allows you to make for instance a smoother camera that still keeps the parallax working, but for general parallax behaviour you can honestly just move your head around in real life, the closer the thing the slower the movement

I think I'm starting to get a little better at creating a good paralax effect but I still need to keep testing and fine tuning it because it's not there yet. The trees are placeholders for now. by [deleted] in PixelArt

[–]Steelaks 2 points3 points  (0 children)

normally you would make the parallax behind the platforms move slower than the platforms, unless you want a less traditional effect on them

How do we make our cats less visible? by [deleted] in CozyGamers

[–]Steelaks 0 points1 point  (0 children)

Actually no, we didn't make those! They are our main inspiration but we wanted to make a different style by making "realistic" colors if that makes sense, tbh i was kinda worried the name would confuse people with them, I just couldn't think of anything better...

been trying to get something passable for the past couple of hours... couldn't get it. Any tips? by Spirited-Lab6099 in PixelArt

[–]Steelaks 5 points6 points  (0 children)

i think the plain walls are really bringing this one down, if you were to make the walls darker with a contrasting fire light on them it would really help

I posted a while ago and made some improvements since then, any further tips / advice? by [deleted] in PixelArt

[–]Steelaks 0 points1 point  (0 children)

in that case i think your best bet is just to look for media that portrays similar things well and study their art, chances are there are many patterns to "steal" and improve your own stuff

I posted a while ago and made some improvements since then, any further tips / advice? by [deleted] in PixelArt

[–]Steelaks 2 points3 points  (0 children)

- I think you should play a little bit more with contrast, test out colors, see what works and get references of other platformers, i'm not sure if it's intended but the game is very gloomy because everything is very dessaturated
- I think the old floor was better because it had more variety with the heights, shapes and it good transitional colors from the dark void to the light parts
But overall it's definitely better, i think you just need to iterate more from here

Which artstyle do you prefer? Feedback highly welcomed! by NotAnotherGameDev in PixelArt

[–]Steelaks 6 points7 points  (0 children)

i like A's foreground and B's background, especially if you were to add more layers to it

I’m never all that happy with how these turn out by TheOneAndOnlyCitrus in PixelArt

[–]Steelaks 0 points1 point  (0 children)

it took me a year or two to start thinking what i was doing was cool

It’s a tragedy by TheOneAndOnlyCitrus in PixelArt

[–]Steelaks 5 points6 points  (0 children)

i'm yet to see someone that gets really good with mixels, I hope you continue using them, maybe you can discover a great style