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Excellent work, nice color palette.
I think, a little bit too much dithering for the clouds and water compared to the other parts of the image.
Much as the fighters themselves would have animation to separate them from the background effectively, that doesn't go for the HUD, as it pretty much stays still and somewhat NEEDS to have more contrast so it's easier to read quickly. Knowing the relative health of the players is important to the genre.
That said, holy crap this is very well made.
and at this point I have to say thanks that you took yourself that much time to write 2 good critiques.
Not to white-knight, but I disagree with the criticism about stuff getting lost in the background. I don't think mockups should be held to the same standard as still images in this regard. Mockups are meant to be fake game screenshots, and videogames are animated. Motion is the single most powerful tool for making a sprite pop from a background; not color, not luminosity. The moment a sprite moves, no matter what it looks like*, it's strikingly visible.
I think this is a bad critique because it punishes people for making tasteful mockups where their characters actually match the scene they're in - mockups that might be hard to read in still-image form, but would work fine in an actual game. I think it unnecessarily perpetuates a status quo of visual designs where sprites are hyper-distinguised from their backgrounds. (Mind you, I don't dislike such styles, I just dislike them choking everything else out).
Really an excellent piece; if I pulled any crits out, I'd warn about the specific dither-pattern (or more the dark color used in it) being hard on the whitecap waves. You're dithering between two colors that are distant enough in brightness that it creates texture rather than blending colors. But that's really a minor nitpick.
* short, of course, of a solid color on a solid color.
Yes and I am still learning everyday something new and after such a piece I know which parts uses more attention. And I also see that I have currently a big problem with the weighting of reading fluidity and readability as well as presentation in general. I hope I am able to get the hang of this and a lot of other things during the next years.
Thanks a lot for your comment iLKke
@Super: yes the shadwows caused some problems, it'd have been an idea to make them fitting to the chars, but the question is if this wouldn't take too much attention in motion. Don't thought about this as I started, but next time I'll think of this earlier.
this is awesome. reminds me of fool's work (this is a good thing).
You've improved a lot lately.
However, the way the background competes with the characters is quite unfortunate. The boar is in the worst possible position, if oyu moved him a bit to the left OR right, he would read much better.
I think it is your best work , great sprites perfect scenery
Wow, there you strike again, great piece!
I just have to agree Redshrike's critique about Borstl. I didn't saw that he is a boar at first actually. And the shadows bother me a bit, making the wood so flat. I know, it's a mockup, but maybe you could make the shadows fit the shapes of the characters more.
However, your best piece so far
Amazing, I prefer the orginal background but it's still just awesome.
This is pretty sweet! The only problem I see is that the monster seems to fade into the background because of similar palette/contrast/brightness. Still, awesome texture, perspective, details.
30 hours for this shit?
Nah kiddin' haha this is awesome everything i see here just uhm dislike the water i don't really think dithering is all that great there anyways great job!
favd'
Amazing! I really like the dithering in this :]