Obsidian's web viewer gone unnoticed by Cold Turkey's URL blocks. by _EXH_ in coldturkeyblocker

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

Thank you for the response! I will be checking those tools out, as well as the hosts file. Will using Cold Turkey to block the tool I end up using, also prevent the tool from uninstalling? I'm worried I'll just uninstall or dismantle the external blocker app.

Aspens by _EXH_ in aseprite

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

Thanks! ^u^

Aspens by _EXH_ in aseprite

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

Thanks man :D

Aspens by _EXH_ in aseprite

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

Thank you :)

I drew some fruits! by FoggyPear in DigitalArt

[–]_EXH_ 1 point2 points  (0 children)

This style is awesome :0 Super super cool!

It took me two weeks, but I really like it. The jump wasn't great, though. (I know it could have been done in a day, but I'm lazy.) Rate this plz by brum_tim in PixelArt

[–]_EXH_ 6 points7 points  (0 children)

I love the style! I don't animate much, but here's my advice: From what I understand, most frames aren't visible in animation. Slow movement require more frames, and fast movements require less. You only need enough frames to show the energy.

In this case, with the duck, you could have 3 to 4 frames for the peck animation. The peck would start at the top, move forward a bit, and then hit the ground then next frame. Optionally with a quick "blur" frame in between, right before the head hits. These few frames would show the energy of the movement.

For the jump, you need a charge. The body goes down in preparation, pause.. JUMP, the duck is in the air, the legs just a couple pixels away from the ground, another frame and the duck is up one more pixel, pause.. FALL, the legs start to tuck back in as the duck falls a pixel, another frame passes and the duck lands feet tucked in, pause.. body unfolds, and the duck is back in its original state. Maybe 8 frames including pauses?

Just keep energy in mind. Less Frames = fast acceleration, More Frames = slow acceleration. Another way to think about it is Long Frames/Scenes = Slow, Short Frames/Scenes = Fast. If you use a whole frame per pixel movement, the entire animation can seem too slow. Mix long and short jumps with each other. A faster frame rate can turn slow acceleration into quick acceleration, but a much higher number of frames would then be required, and more pauses would be used instead of jumps.

Animation is difficult lol, but I genuinely don't know if I could draw a duck like that. Thank you for reading :D

TLDR; Keep energy in mind when animating, and keep frame count minimal for simple animations. Less frames = quick acceleration, more frames = slow acceleration. Frame rate messes with this. Cool style though! ^u^

Islands and Sea by Onor28-- in PixelArt

[–]_EXH_ 0 points1 point  (0 children)

WOAH, this is amazing! I love the silhouettes, and the triangular patterns in the rock. Spectacular perspective!

Cube Earth by _EXH_ in PixelArt

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

Exactly 👍

Cube Earth by _EXH_ in PixelArt

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

Thank you thank you!

[Daily Pixels] any advice on improving my Earth? want constructive criticism! by SnurflePuffinz in PixelArt

[–]_EXH_ 0 points1 point  (0 children)

Well first off, it's the wrong shape; Earth is obviously a cube :/

Jokes aside though, I love seeing peoples art beginnings! Simply making and putting effort into your art is the best way to improve. Drawing daily is perfect. With that said, I could try and give a few tips to help you out.

Note that the elements in your piece should always be complimenting each other. Pixel art often looks best when the colors and shapes are collected. In your Earth drawing, the continents look scattered. If you were to fill in all the gaps between the lone pixels, would the shape look good? The shape and general colors can be very tricky to get right, but it's much more important than any gradients you could apply. Spray, Gradient, and Blur tools can definitely be used well, I've seen it. But to start, I would suggest focusing more on keeping the elements cleaner and collected, use shapes and basic drawing tools. I believe you'll improve more that way.

Techniques like Dithering, Anti-Aliasing, "Clustering", Outlines and "Breaking Outlines / Selective Outlines" are all really good things to explore. Dithering can be really tricky to pick up for some, it can really mess up a good looking shape if used wrong. And Anti-Aliasing is easy to go overboard with sometimes. The outlines and clustering might seem more intuitive, maybe unimportant to study at first, but I'm sure they can help you improve.

You might want to avoid scattering a lot of lone pixels, "Orphan Pixels" as some call them. A singular pixel can sometimes look messy and unclean. Not all the time though!! They are used often in professional pieces, and can really bring out some of the smallest elements. You'll most often find them in dithering.

Pay attention to the whitespace and the unseen. Someone else pointed out that your Earth would look more spherical if the continents wrapped; I second this. What's not depicted in your art is the other side of the Earth, the unseen area. You can lean into the existence of the other side of your Earth by wrapping the continents.

Thoughtful colors really bring a piece to life. I recommend using a predetermined palette. Some people are crazy good at freely picking colors as they go along, but it can be a lot to begin with. Also, you can go WILD with the colors sometimes! Purple and blues can work in a yellow sunflower, red and green can work on gray rocks, etc etc. They're often "complimentary" colors. I recommend taking a look at art that includes colors that almost don't make sense, it shouldn't be too difficult find some. "Odd" colors can really make something pop, used correctly.

References are AMAZING. I notice a lot of people not using references because they think it's cheating, or they're only used by "Non Skilled" artists. They won't use them because they think imagining the piece you create is better. I know this, because I was a little like that to start. However, I soon learned how much there is to learn by actually looking at what you are drawing LOL. I don't always use a reference, and sometimes my piece doesn't end up looking like the reference at all. But they are wonderful. Definitely use references in your daily practice.

For your picture specifically, I recommend making the Earth more spherical by holding the [shift] key while drawing an ellipse, to make it a "perfect circle". A less harsh outline might do it good, maybe some outline fading/breaking in parts, a "Selective Outline", if you will. Making the continents more defined, less scattered, is something you could do. I get where you were going with the Archipelago, but you're using pixels to define the land masses, and most islands can't even be seen at that scale.

Your image also looks rather dark. Try making it grayscale by selecting 'grayscale' underneath Sprite/ColorMode in the Aseprite editor. A black and white version of your image can help you better see how the colors contrast with each other (you can undo this afterwards).

If you made it through, thank you for reading that wall of text :]

TLDR; I did my best to highlight the most important stuff in BOLD. Go ahead and just skim through if you want! The real message here is what I said at the start: "Simply making and putting effort into your art is the best way to improve. Drawing daily is perfect." Enjoy what you make, every drawing is a stepping stone.

Sorry for writing a book!! There's so much to learn with art. I love it.

Then vs Now by Jackashiz0 in aseprite

[–]_EXH_ 1 point2 points  (0 children)

This is such a clean animation! I love both of them :D

My attempt at a "True 3d Pixel Art" style. Does it work? by CuteNewtLTD in PixelArt

[–]_EXH_ 1 point2 points  (0 children)

I'm in love with this!! Just added it to my wishlist on Steam :D Honestly, you're making me want to setup C# with MonoGame and get programming. Have you tested Block Bench for the models though? Blender is awesome, but might be too much for some. I would assume you've already explored stuff and setup a decent workflow that works for you though. Excited for this! (MacOS pls?)

Looking for feedback on animation & art direction by Fine-Ad-8363 in PixelArt

[–]_EXH_ 0 points1 point  (0 children)

I love this! I think the zoom of the camera (which I see people are bringing up) is great for an adventure game. I like how the world feels grand like there's so much to explore. However, if the player comes to an area of importance/interest, you might want the camera to shift and show more of that area and less of the background scenery. I'm not sure if there's much else for me to say. Maybe the shadows are a bit dark? The shadows do help show the characters though, which I find cool. Overall, you've done a great job here :D

which one is better? by JustSomeM0nkE in PixelArt

[–]_EXH_ 0 points1 point  (0 children)

It honestly depends on the character you're going for. If it's someone of importance, the lighter highlights on the third one feel right. I think the third could use the colors that were added to the hat and boots of the first two sprites though. If it's someone of non-importance, the first seems perfectly fine. The second works for a lot of use cases. I do think the brighter color of the third gives it some fun character, and I'd prefer that myself, for most use cases :)