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Corny puns work for me :D I'll definitely be doing a revision of this one, probably closer to the end of production as I've got other sprites to do, and I'm also the programmer >_<; But I'll be sure to post it here (I did a similar revision for my 'Drifter' sprite, the feedback is really important to me!)
I don't want to bore anyone with too much text, but I may provide a link to a trailer when it's done. ;D And to provide context when it's important -_-;
Intrestin' lore ya got there! I think it would help clarify what you're exactly drawing if you made a short little synopsis of the story in the form of a news post. When confused people tend to look through people's news to gain some sort of an idea about the unifying theme of their gallery, or their current projects. "take a crack at it"...cracks on the street? Gonna redo them? I happen to love corny puns like that so it's excusable.
Whatever is wrong with the piece, I still like it.
Thanks, I kept redoing the cracks originally and never really ended up with anything I was too happy with. At any rate, I feel more inclined to revisit them now.
Lamppost in the middle of the intersection does make little sense, so thank you for seeing the 'video game'ness of it all, haahaha. The truth is that it fits into the lore of this area, which I was wondering if I should explain or whether the context was needed at all. It's the same reason why there are stairs connecting the different street levels, but the idea is that these streets were reappropriated as walkways when the overly congested surface streets, cluttered by buildings and factories, navigable only by narrow alleyways, forced the residents of this district to find a way to facilitate foot traffic. (Above: More information than anybody cared for, hahaha)
The limited colours are simply a style choice, there's no real reason why I restricted the number of colours I use except that I think using less colours over a large space is easier on the eyes and brings the entire tileset together (mind you this is my first tileset). There are going to be support beams, but not in my portion of the artwork as they are built into the crowded city underneath.
As for the lower levels, I could definitely revisit those with a different palette. I find however that making them too dark might force the lower level to stand out too much? Of course, I'm starting to think that I may be the only one who thinks so, hahaha - so I will take a crack at it anyway.
You did an OK job with putting variance in the cracks, but I can still see a lot of identical ones right next to each other. Cracks aren't hard to make at all so it really isn't excusable...I think a good idea would be to add larger cracks and imperfections in the landscape, like a small earthquake might leave. Missing pieces of pavement might also be a good idea. I honestly think a lampost in the middle of the intersection also makes little sense but it's a videogame after all...if you want a good way to try out your color-count then get ASEprite and load the .PNG into it. It has indexed palettes so it's simply counting the number of colors it puts in the palette to see how many colors are in a pixel art. I also second FlyGuy's suggestion of making the lower levels darker, even if it means adding to the palette.
is there any reason you are working with the color restrictions? i tried to do a little edit on this, and im only allowed to use a few shades of grey. http://oi47.tinypic.com/2j0nv38.jpg
http://tinypic.com/r/2j0nv38/6
I don't really like it to be honest. The perspective is all wrong.
I think the lower portion of the walk ways should be a darker grey. it all looks really good, but at first glance i thought it was all one confusing layer. after closer inspection, i saw the staircase leading down to a 2nd level. i think with the right color choice it can really pop! ...also have you considered some type of pillar or steel support beams that show how the walk way is held up?
good stuff )