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Gohan24
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Quote Gohan24 Replybullet Topic: 3 Enemies in need of CC
    Posted: 08 April 2016 at 5:56pm
These are the first 3 enemies I've mocked up for my game, which goes for a Kirby: Nightmare in Dreamland aesthetic. One throws its glasses as a boomerang, one throws dynamite from its head and one lulls the player to sleep with music.

The piper on the right is obviously the most complex, and I'm new to doing complex shading, especially with clothing. Constructive critique would be great for all 3. Thanks!
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RebeaLeion
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Quote RebeaLeion Replybullet Posted: 09 April 2016 at 1:33am
I would tone colours in the first place, shades, lights. Everything looks like same value. I would also try to reduce banding (dynamties).

Inner line does not have to be black. Make outline black for "outside" of the object, but try to reduce inner black, if this makes any sense.
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Gohan24
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Quote Gohan24 Replybullet Posted: 09 April 2016 at 3:07pm
Thanks for the reply! I made some of the interior 'blacks' softer on the piper, but I feel that a hard black outline helps readibility on the glasses and bucket outlines. Might change this later.

What do you mean by tone colors? Do you mean something like hue shifting? I went through and redid each sprite's color ramp to have more consistent hue shifting, hopefully colors are more readable now.

Also tried to avoid get rid of banding on the dynamite. It looks (to me) a little noisier now, I think I'm still struggling to convey a perfectly cylindrical object viewed head on. Any advice for that?

   
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rocifier
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Quote rocifier Replybullet Posted: 10 April 2016 at 12:09pm
They look pretty weird without arms
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Gohan24
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Quote Gohan24 Replybullet Posted: 10 April 2016 at 3:27pm
Well the first two definitely won't have arms, that's just part of their designs.

The third (Squeeks is his name) might have arms soon, I'm just having trouble getting them to stand out against the garment. Even if they're the green skin tone, the blue tunic color, or the beige stocking color they take a lot of readability away from the sprite, and they're so thin that an outline is hard to make. I'll work on one to post soon to show
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Quote rocifier Replybullet Posted: 10 April 2016 at 3:35pm
I think for the two without arms then, you might consider giving them larger feet for a greater sense of balance and weight. It looks like if they took one step they might topple over, especially with no arms for balance!
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Gohan24
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Quote Gohan24 Replybullet Posted: 24 April 2016 at 7:36pm

Updated Squeeks a bit, tried out arms. Still needs a bit of work on the body shading, but it's getting better.

Still wondering what people think of the new dynamite shading on the Bucket...
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Limes
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Quote Limes Replybullet Posted: 25 April 2016 at 11:55am


Edited for readability make sure that when you look at it all your lines and blotches look smooth, for example it appears as if his arm is broken.
EDIT:

Also you need to consider perspectives when making characters, I like the design but you don't seem to be lighting correctly. Your highlights are making him flat.
I use GraphicsGale
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Gohan24
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Quote Gohan24 Replybullet Posted: 28 April 2016 at 4:05pm
Thanks so much for the tips and retouches! I'm very new to drawing/pixel art in general, so diagrams like those spheres really help me understand lighting better. Thanks! 
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Gohan24
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Quote Gohan24 Replybullet Posted: 16 May 2016 at 9:55am
Updated the other two sprites to give them more realistic shading and depth. For the orange guy I literally copied the lighting off a picture of an original nerf ball, hope it works.
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RebeaLeion
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Quote RebeaLeion Replybullet Posted: 16 May 2016 at 12:42pm
Your new work is much better

here's my edit. I tried to keep your style as much as I could. light could still be improved even more but I would lit it somehow like this.



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