No you don't use too many colours, but your shading is a tad bit all over the place. Hopefully my tips will help out


Ok the two pixels I've circled on the shirt, don't need to be there. That is part of her arm, and makes the shirt look too blocky. This is going to sound corny, but take a look at yourself in the mirror and see where your shirt hugs your body and then goes under your arm - your shirt doesn't stick out up on your arm like that.
The next circled areas on her hips are where there should be more colour. Those darker brown pixels should have one of the shades of her pants, as they are a part of her pants. It looks odd otherwise.
You know what aliasing is? This will make your shading look very nice. Once again I'll post my sprite (it's a WIP, in the process of changing it now actually) so you can see what I mean.

You see how, on the edges of the clothing it's darker, then gets lighter as it moves inwards - and is brightest where the highlights are, then gets darker on the inner thigh area? That's what I mean about aliasing. It gives a figure made of blocks a more rounded look, and it is an appropriate way to sprite.
Remember your light source. With sprites for RPG Maker games, it's safest to imagine that the light source is coming from above, so the parts of the sprite that are highlighted, is where that imaginary light source is hitting the sprite. You don't need a lot of highlighting. If anything, you will find yourself using far more shading than highlights.
If you're using a pre made template you can use the shading of the skin as a guideline.
This post has been edited by literarygoth: Sep 4 2010, 11:36 AM