@ Xenoargh
You are awsome!
what else is there to say.
Thanks, but I didn't really do that much; most of the things that made these ships awesome was
already there, just waiting for some touchup to make it come to life
That said, one of the things I'm trying to help people to get a better understanding of is how that final pixel-work really makes a huge contribution. That, and proper lighting, are the main keys. A lot of people just try executing at large sizes and shrinking it, which doesn't work, even if you sharpen the results a bit.
You really should expect to do about half of the work on a ship at the final scale, and quite a lot of work on individual pixels. It's unavoidable, but it gets pretty easy once you've mastered the basics.
Just bear in mind simple rules, like the fact that if you draw major panel lines at a large scale, which is generally a little easier (imo) they need to be roughly at a scale that's going to still be 1 pixel plus edge shading when shrunk. So if it's 900 pixels now and it's going to be 250 pixels in the final scale, using 3-pixel lines will give a good result, but 2-pixel lines may or may not work well. But there simply is no avoiding having to do work on pixels, specifically when it comes to blacklining and other things.
@medikohl:
they are the same size
Check the numbers; I pushed it out 14 pixels side-to-side, and it's 7 pixels longer. Makes a difference.
That isn't very important, though; what's important is where the center points of the hardpoints are now, if you put them in about 3-4 pixels from the end of the launcher booms. It doesn't matter if you want to angle all 4, either, they should now be far enough out that they won't overwhelm the ship sprite. You can't do that with the way it was before, because they were aligned on the Y axis and you didn't have freedom to push them sideways.
Oh, and that last one is really sexy, nice work!
@Sr. Coronado: Welcome, neat first sprite design, love the details
Crits/Hints:
Spoiler
It needs a lot more attention spent on relative height, specific lighting and shadows and it's using a lot of pure black, which you generally want to avoid.
I see a lot of hull edges that are bright where they should be dark, which makes the whole thing feel flat, and the whole outside needs to be carefully blacklined and have all the fuzzies removed.
Also, it's generally a bad thing to fuzz the point light sources, if they're on the hull; it makes them muddy where you want them to be sharp. Only when a light's casting rays onto a given surface do you want some of that light's color there. Outside the hull, it's actually totally inaccurate (in space, lights don't have any halo) but it looks better to us humans, for the same silly reasons why space games have sound
Personally, I think it also needs more color variation, too; some grays in various areas would break up the ship a bit more and give its greebles a bit more character. But that's just me