Jill's Fighting Stage UPDATED!

Jill's Fighting Stage UPDATED!

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Jill's Fighting Stage UPDATED!



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Title: Jill's Fighting Stage UPDATED!
Pixel Artist: chanfan  (Level 7 Underboss :: 6554 points)
Posted: 5/15/2006 13:09
Statistics:  23 comments    12 faves    0 avatars

Well what other location could suite Jill better than the Resident Evil Mansion hall? It's not 100% finished but let me know what you think!

 

I made some changes to it! Changed some colours and made it so that the sprites stand out more. Also added my Chris Redfield Sprite.

 

Discussion

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taquito (Level 1 Thug) @ 4/6/2008 18:26
OOOOOHHH !!!!!
=O
muy buen dibujo!!!!!!!!!!
(If you don't understand me, use the translator)

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Slemsvamp (Level 6 Serial Killer) @ 2/2/2008 16:00
Najs, blir också sugen på att spela

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Adarias (Level 11 Bonsai) @ 6/13/2006 16:43
im afraid the tiles really dont look more natural this way, they actually confuse the eye.  linear perspective may be wrong, but whether you like things simplified (linear) or complicated (and trust me, real perspective is COMPLICATED - i have 12 pages of experimental notes based on my own work and others, mostly Escher, and cant seem to find any concrete rules anywhere - if anybody knows better id love to see a link :P) you always have a vanishing point otherwise you are simply incorrect and it distorts the space within the work.
the shadows are better, but they still need a lot more work, and the textures reamin noisy and haphazard. the shading on many objects like the railing is still a big issue.

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REO THE FOX (Level 8 Shodan) @ 6/11/2006 03:41

Jag tycker der är skitbra blir sugen att spela


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chanfan (Level 7 Underboss) @ 5/27/2006 04:41
yeah thanx for the tips! I'm still working on it so I'll update it when it's 100% finished ;)

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big brother (Level 11 Admiral) @ 5/26/2006 12:17
The symmetry bores me. The technique leaves something to be desired, too (look at the aliasing on the arches, for instance). Think dynamic, exaggerate the lighting and add detail to the scene. Perhaps a few monster spectators might liven the scene.

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Ensellitis (Level 11 Sensei) @ 5/19/2006 19:02
I would love to see a game like this completed!  Excellent work

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Hotlead Junkie (Level 1 Quiet One) @ 5/17/2006 19:11
Man, I'v got a freind who who would go friggin' nuts over a Resident Evil fighting game

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chanfan (Level 7 Underboss) @ 5/17/2006 06:23
yes exactly!                       

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Flameruler13 (Level 6 Cannibal) @ 5/16/2006 16:26
w8 r u making a game?

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chanfan (Level 7 Underboss) @ 5/16/2006 13:23
The only problem is I did it by the rules to begin with but I noticed that if you look at a specific area of the stage (like you will when it's in the game)  it looks very wierd! It looks more naturas this way. Try to zoom in on the area where jill and chris are and maybe you'll see what I mean!

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Faktablad (Level 6 SWAT) @ 5/16/2006 13:09

Actually, the lines will meet, but not all in one point.  Hence, one point perspective.  You did not accomplish this, as shown in this edit:

http://i6.photobucket.com/albums/y212/Faktablad/cc03.png


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chanfan (Level 7 Underboss) @ 5/16/2006 11:54
Saiklor, the lines on the floor will actually meet if you extend the lines beyond the wall! Well however I changed some stuff. I still need to add some textured and dither most of the shadows to get a smoother feel.

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Saiklor (Level 1 Depressed) @ 5/16/2006 11:01
all those lines on the floor that are running to us/away from us (as opposed to the ones running side to side) should, theoretically, meet at one place if you entended them all backwards into the wall. That's one point perspective and it doesn't look like you've quite gotten it down pat.

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chanfan (Level 7 Underboss) @ 5/16/2006 07:27
Yeah I know the shadows are not finished! There's still plenty of work to be done! Thanx for the crits! I need it to make a great stage you know ;P

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Adarias (Level 11 Bonsai) @ 5/16/2006 03:01
this looks ok for a start, but it also sends up a million red flags

1 - not a single shadow actually makes sense, and many places that ought to be in shadow arent.  did you use a reference? if not, i suggest finding one, even if it means dragging out the old game and listening to the horrible voice acting for a while

2 - the complete lack of texture on most things coupled with the meaningless texure on the floor makes the whole thing look quick and sloppy.

3 - everything is flatly shafded and kinda boring.  if you look at fighter-game backgrounds, there typically is a lot going on in them, and its done in a subtle way that allows the sprites to be more interesteing as well.  what you have here is a background that overpowers the sprite completely, but doesnt really add any interest whatsoever.

so like i said, this is a good place to start from, but i tihnk it needs much, much more

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chanfan (Level 7 Underboss) @ 5/15/2006 22:48
HMC, hehe yes I am sure I made that sprite! I have some animated versions of it in my gallery if you want to check it out. And yes the "noise" on the walls suck, I know, that's on thing I'm going to improve. But HMC, what do you mean with a perspectival mess? Is it really that bad? :O

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jalonso (Level 11 Godfather) @ 5/15/2006 21:00
I also question that "noise", seems too organized.

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HMC (Level 7 General Manager) @ 5/15/2006 18:51
Are you sure you made that Jill sprite? The proportions on her look great but the scene is a perspectival mess. Also, that looks like Photoshop noise. J'accuse!

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Omegavolt (Level 2 Petty Officer) @ 5/15/2006 18:48
I was hoping you would say that it wasnt finished, this has awesome potential!  Great work on the character!

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Faktablad (Level 6 SWAT) @ 5/15/2006 18:42
I like the background's simplicity and the way it lets the character stand out.  Though the lack of textures makes it seem unfinished.

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sensation (Level 1 Intern) @ 5/15/2006 16:16
how about the station?

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Mullet (Level 1 Jukyu) @ 5/15/2006 14:37
There's definitely some unfinished areas in it, like the cast shadows on the far left and right arcs. Looks good so far though, and very fitting for the Master of Unlocking. :P

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