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.
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.
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!
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.
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.
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
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
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!
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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muy buen dibujo!!!!!!!!!!
(If you don't understand me, use the translator)