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I dont find your comment condecending at all! I am always looking for critisism to help me grow as an artist. I will take your points into consideration when working on future projects. @Gunpog
This is fabulous.
Post this on pixelation.org's Pixel Art section : pixelation.org/index.php
to see how you can improve.
My initial reaction was "ew, nope." But the more I look at it the more I like it. After a while I prefer the "messy" parts and dislike the plain parts (mostly the planks and roof tiles on the house). Perhaps the stone paths could use a little more detail? I'd love to see it animated because I think the water has a lot of potential
It's really not so bad. It's just a lot of small things you could fix to yield better results.
Overall the piece is a bit harsh on the eye because of a very high contrast but that's something old games sometimes displayed*. However, you could totally lower that high contrast issue by:
-trying to be more intentionnal in your pixel placement (clustering them) instead of placing them almost at random (I'm thinking about low grass here). Trees are way better but could use a little more work regarding clustering.
-using colors that are more close to each other for similar elements (don't go from dark blue to light one too fast and repetitively like you did with water otherwise it'll be harsh. ).
-maybe using flats colors instead of multiple ones for some zones of low interest (I mean, you already did it with clifftops and rooftop),
-making the water a flat transp blue above a rocky bottom with only touches of light here and there and/or a border along the shoreline instead of the procedural-looking approach you went for. I am not saying you absolutely have to go for a flat cartoony earthbound look if you really want a 90's gritty style but you'll have to be cautious...
Another remark that could help:
-I'm seeing too much heterogeneity to my taste here.
What do I mean by this? Things kinda do not go together well enough.
Look: your character and building have black outlines/shadows but you don't go to black anywhere else. No black in your trees, cliffs, etc. Why so? Phantasy star IV is more homogeneus regarding this. I mean, they go with pure black with their doors, windows, cliff bottoms, tree shadows...
Another heterogeneous thing is your choice for delineation style. Your trees have outlines, your cliffs kinda do not, on the building your roof does yet its transversal timber does not... Again, why so? Those kind of things have to be cohesive. Make everything have an outline or make nothing have. If not, it has to have a real good reason to be heterogeneous.
For instance, it's totally okay to go with colored outline for your character and pure black for shadow, it makes it pop a bit. The issue arises when you have like a black outline to a rock next to a tree with no outline next to a bush with colored outline... Know what I mean? It detracts your players look for no valid reason.
I hope you will not think my message is condescending or unsollicited, I felt like I could take time to try and help you because of your comment about your piece and as I said, it's not bad at all. I just want to help, and btw your RTS turnarrounds are cool!
*If you take old phantasy star games, you have to remember it was easier on the eye back then because it was displayed on a blurred TV. Also, they were still using less contrasted colors than you here, in their water, for instance. But I'll give you it was a very gritty game. It's a hard to nail style, especially now on crisp LCD displays.
I would be happy to! Thank you