Thanks for checking my profile out!
I'm a visual artist and an art educator. You may see a lot more pixel art from me which I do in my free time or for games, but I also create 3D printed ceramics.
I moderate PixelJoint, Kanto Redrawn and Invade the Demoscene. Co-founded Rejected Palettes.
Looks good so far! I like your rendition of the bike and the use of clusters on the wheel rim.
I'm not sure whether you're posting with feedback in mind, so feel free to ignore what I've written below as it's unsollicited.
I would make a few changes to the body, like giving more room for the hips and thigh, and perhaps emphasising the ribcage too - it'll help give a bit more shapeliness to her figure, as well.
I feel like her could be set a bit more broadly than they currently, while making her further arm less foreshortened: I think it will help with giving the impression she is removing her helmet.
Regarding the face, I would encourage you to not be afraid to widen her face, and making features like the eyes or mouth bigger, as well as the big 90s hair.
I think these changes, which tend to widen the character, will help with the CRT conversion of the piece: I'm not familiar with this filter in particular, but it seems to squash the pixels horizontally, making Priss even narrower - perhaps it is possible to change the pixel aspect ratio?
Anyway, I hope this helps for future piecesand that you don't mind!
Love it, it looks great! Only thing I'd recommend is being more adventurous with the characters you pick (more text characters for instance). Hope to see more
A few considerations for pricing:
For those interested, I've submitted an entry for the following events taking place today:
1st Amstrad ASCII Compo:
@juniperdusk Thank you! I do think there are some affinities between intaglio and pixel art/text mode. The way I see and use characters are as pre-set pixel clusters (meta-clusters), which can also double as dither/interpolation in some cases.
@adam Cheers! I'm glad you like this type of stuff
Feel free to show them, I know that I'd be interested to see what you've been up to!
I would defer to Polyducks for this question, as I'm relatively new to the scene. He is a lot more knowledgeable on the subject than I am, so he could probably help give a more informative and global answer than I could.
Here's what I can say: text mode, as the name implies, used to be a video mode available for some old microcomputers that would only display text, hence its name.
I make a lot of PETSCII art, more specifically PETSCII art for the Commodore 64 computer.
PETSCII (PET Standard Code of Information Interchange) is the name of the character set used by old Commodore computers, such as the PET, the VIC-20 and the Commodore 64.
A character can be a letter, a symbol or a sign used in text, or more traditionally in typography. A character set is made up of a group of characters, just like a tileset is made of a group of tiles. Just like old school tilesets, characters snap to a grid in text mode - very much like typesetting in typography.
Thanks a bunch, Adam! It's been about a year since I started making these, and I like how it's a bit like using tiles or metaclusters for pixel art. It really makes me appreciate clusters more.
Don't give up, we're here to help you! As spritergors said, there are people willing to give you advice in the Feedback thread.
I'm sure it will put you on the way to get some palettes into the Palette List!
When I make palettes, here are a few questions I ask myself during the process of its creation:
It also helps if you have a vague idea of how you'd like to use your palette - if it's more like a fantasy console palette like PICO-8, or if it's a palette used for an avatar, etc.
For example, if I were to make a GameBoy palette, I'd answer those questions as follows:
This is an example of course, so you could answer each question differently (like using 2-3 hues rather than just one), depending on what your intentions are.
Hope it helps!