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Everything posted by Xeno
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I'll have a more expanded portfolio very soon. Stay tuned.
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Opening this back up, as I am currently in need of the money. Cost for logos are a low 20$, and payment is only received if you are satisfied with the end result.
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To Admins: Can I have this moved to Tutorials please? Thank you.
- 7 replies
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- pixel tutorials
- game art
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Great looking UI, well done.
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Sounds awesome, keep up the great work.
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They look nice as far as overall design goes. But as DudeItsCorey pointed out they're lacking shading, making them look rather flat. Determine a light source and create highlights and shadows based on this light source. This will give more dimension to the characters.
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Not quite what I was referring to. Here is an example of good dithering, called interlaced dithering: Here is an example of bad dithering, which creates single pixel noise: The other issue is that the dithering technique is not used in the Time Fantasy tile-set. The result is that the house doesn't match the style as much as it could, if let's say a non-dithered shading technique was utilized. However, it is the right resolution and the saturation matches fairly well so it's not a horrible fit. Give it a darker outline (such as seen in the trees) and it will match a little better. Best of luck.
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Horrible advice to blur it. The shading is fine, and is how you would shade metallic surface with reflections. What's off is how it's dithered inappropriately. On another note, it does need an outline to match the current tileset.
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If he doesn't know, then there is a problem lol
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"And what they expect is free ¬¬" I create my own GUI's, so there are no expectations here. Let me give you some advice: A GUI does not have to be overloaded to look really clean and nice. Just using colors (Not highly saturated) can look really good if executed well, without using any texture. Over-use of texture makes the GUI look cluttered. Avoid the use of bevel as it tends to look like bad. Do not use inner glow and bevel together, as they clash. If you are going to use inner glow, use a matching color to the texture but slightly brighter. If you are going to use textures, try limiting them to top bars, and not using them in every location. They look bad in the slot areas, and have a stretched look in the background areas. Try to be consistent with the layout. I noticed the slots on the spells look different than inventory, and the header bar for the character has a glow where the others do not. You have to consider why you're giving certain elements these effects, and not others. Effects should have a purpose, such as adding more depth or to have an element stand out more. Wood texture is alright, but is a bit cliche. I'd recommend getting some high-res textures of various styles, and experimenting with them. Lastly, try giving the elements an outline, which will help them stand out from the in-game graphics. Hope that helps.
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I'm doing him a favor, trust me.
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Pretty fugly.. Mainly because of the use of a low res texture in every location, and the inner glow that clashes with it.
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Looks great so far. I would like to suggest using shadows for your buildings on the right side, to make them stand out more. Currently the wooden buildings blend with the ground planks too much imo. Same with cliff faces.
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Love the retroesque style. I've always wanted to do a whole world in the same style in a futuristic setting. Looking forward to seeing more.
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Stunning.
- 32 replies
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- 2d
- free graphics pack
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Looks great. I will be doing a similar style for a title I have been working on the side. Will be watching to see how you perform various techniques. Good luck.
- 32 replies
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- 2d
- free graphics pack
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I quite like the classic pc game look you have going, and it seems like you have it well planned out. Good luck on the project.
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Great idea, and good luck!
- 32 replies
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- 2d
- free graphics pack
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Had a try at Howling Abyss. Ahri cleans up nicely there.
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Well thought out project. The maps look great, and I love the classes. Keep up the good work!
