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Project DragonBlossom [WIP]
#16
Sad 
(04-02-2013, 05:22 AM)Previous Wrote: One very important thing first: White backgrounds. I suggest not to use them. Use some desaturated light green or purple or whatever instead. Especially when you're using white inside the graphics - like you did with the "LV 10" text. That's evil and kills little kittens!
Also, it would be better if you could post them in their native resolution (with one pixel being exactly one pixel) - everyone can then zoom in as they need. That character sprite isn't even evenly scaled, there are 8x9px and 8x8px virtual pixels - if you do scale, you should only use whole-number (integer) factors like 2x or 4x or 7x but not 3.14x and you should always scale both width and height equally to maintain the aspect ratio.

The next thing is colours. You have waaaay to many of them. Especially on the HUD - you're already using 26 (!) colours for the pink petals alone (60 overall). Way too many! You're applying too much anti-aliasing. Instead of making your sprites smooth, it makes them look blurry - and makes the colour count explode! Are you choosing your colours manually? It makes the impression that you're using some soft brushes.
Beside using too many colours, there also is too little contrast. Your shades need to be more different, darker colours should be darker etc, most notably on her green pants and the tip of the shoe. A lot of the shades are barely noticable on the graphic's native resolution.

Regarding "32-bit" - bits are not really a pixel art thing. While "32-bit" can refer to colour depth (for example, RGBA with 8 bits per channel, giving you 4.294.967.296 colours (including alpha, 16777216 if you only look at the RGB part - 24 bits) to choose from), it can also refer to processor architecture (register and bus size), but unless you specify what exactly you mean with "32-bit" regarding sprites, it doesn't mean anything because there is too much it could mean (being saved with 32-bit colour depth, being something that can be displayed on a 32-bit console, using a 32-bit large palette et cetera).

Aside of that, I'd say the icons on the HUD (inside the blue bubbles) are hardly readable. It took me a while to figure out that (in the biggest bubbles) the first was a smile and the second a shield (if that's what they are). The second orange shade blends into the blue too much.

I'm choosing them manually and the HUD on the icons and such are going to get fixed up. Oh man..I'm trying to make the pixels good, but it's either I'm overdoing or underdoing it. I'm trying to do my best, but it's getting rather stressing now. >.<'

It's not like I have a full team on this project. I have very few members on this unfortunately and I'm the only pixel artist on the entire team, plus I'm helping out on another indie project, so my hands are full. Unsure
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