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TIGSource ForumsDeveloperArt (Moderator: JWK5)show us some of your pixel work
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Author Topic: show us some of your pixel work  (Read 7285541 times)
cirpons
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« Reply #28540 on: November 16, 2014, 10:51:22 AM »


Making a walk-cycle for the first time, it turned out pretty ok.
 Something is bothering me but I cant pinpoint what, any suggestions?
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Quarry
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« Reply #28541 on: November 16, 2014, 11:51:39 AM »

Knees lift up too high
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7Soul
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« Reply #28542 on: November 16, 2014, 02:37:59 PM »

Knees lift up too high
So am I the only one who walks like that?
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Chip
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« Reply #28543 on: November 16, 2014, 03:07:30 PM »

Some moody garbage for a band's album cover.


This is my new wallpaper
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mrKaizen
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« Reply #28544 on: November 16, 2014, 03:16:19 PM »

My (very old) pixel art here from my first decent pixel art job:


Not the best ever but I loved it.
It's from an AGB game called Street Jam basketball and it was sadly  No No NO a game that copied more or less (ok, TRIED to..) a NEO GEO game called Street Hoop. The story concept was that there was a gang basketball tournament (don't ask why... Tongue ) with no rules - you could hit the other players, ball can't go out of the playground and stuff like that.

Any gang had it own style like THE WARRIORS movie - the punks, the clowns, the indians... I used movies reference and other stuff I liked.

Technically the game was very good, with tons of effects and nice details (reflections, rain, animated backgrounds) even if the game play was a bit boring and the in-game sprites animations were for me a bit ugly.

The team select with my pixel-faces has a clever idea with the color palettes: because the AGB couldn't use more then 8 colors for single sprite (if I remember right) we used 2 sprites, one over the other with transparent pixel. The result was that it looked like a single image had more colors. Wink



Btw it was my first AGB game and it was a dream come true, even because I made the cover with no restrictions (only time...) and before that I made only stupid (== shitty  Cheesy ) promotional games with no fun at all.

This one is from my second (never released) AGB game called RUMBLE2 (first one was for published on the GB color):



I made also all the in-game sprites and I really enjoyed it even if all the work alone was very hard. Sadly another rip-off  Facepalm, from another NEO GEO game called Windjammers - you sure remember it.
The gameplay was ok but we never found a publisher for it so it was left in a drawer.

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mrKaizen
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« Reply #28545 on: November 16, 2014, 03:17:23 PM »

Some moody garbage for a band's album cover.


This is my new wallpaper
HOLY COW, I love it. :D
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Sik
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« Reply #28546 on: November 16, 2014, 04:11:24 PM »

Knees lift up too high
So am I the only one who walks like that?
I guess, I've only seen people do that when they're walking while halfway crouching.
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vaaasm
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« Reply #28547 on: November 16, 2014, 04:17:53 PM »

I guess, I've only seen people do that when they're walking while halfway crouching.
and when they're robots!
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Schoq
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« Reply #28548 on: November 16, 2014, 04:51:19 PM »

Also when walking in deep snow or something
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« Reply #28549 on: November 16, 2014, 05:17:34 PM »

And marching band students with a bad leg.  Huh?
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Kingel
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« Reply #28550 on: November 17, 2014, 05:24:33 AM »

Here is my making a single tile. Tired





Making a walk-cycle for the first time, it turned out pretty ok.
 Something is bothering me but I cant pinpoint what, any suggestions?

These Muybridge photos are useful if you need a reference for natural motion.
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fatBread
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« Reply #28551 on: November 17, 2014, 06:14:35 AM »



My attempt at a minimalist noir thingy
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Ingenoire
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« Reply #28552 on: November 17, 2014, 11:42:19 AM »

Here is my making a single tile. Tired




That's really fantastic work, loving the seperation between tiling rocks and edge rocks.





Here, I redid via mockup the HUD and the city level's artstyle.
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mrKaizen
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« Reply #28553 on: November 17, 2014, 02:49:11 PM »

Here is my making a single tile. Tired




That's really fantastic work, loving the seperation between tiling rocks and edge rocks.





Here, I redid via mockup the HUD and the city level's artstyle.
I completely agree Wink and also your stuff is very very nice! Smiley
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Ellian
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« Reply #28554 on: November 17, 2014, 03:25:03 PM »

Here is my making a single tile. Tired



I first read that as "simple" tile, and I was going to punch you.

But yeah, amazing work. Smiley
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yaomon17
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« Reply #28555 on: November 17, 2014, 04:26:55 PM »


Here is my making a single tile. Tired


:O
What program did you use?
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eliasdaler
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« Reply #28556 on: November 18, 2014, 12:22:26 AM »

Some art progress.
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Kingel
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« Reply #28557 on: November 18, 2014, 12:44:11 PM »

Thanks, everyone! Glad to hear it. Grin

What program did you use?

Cosmigo Pro Motion. It actually doesn't support tiles this big directly (only up to 64x64 pixels), so each tile is composed of 9 32x32-pixel tiles. Works well enough in this case, though.

I first read that as "simple" tile, and I was going to punch you.

Haha, well, I thought it sounded simple initially (just making ten tiles or something), but this is much more tedious than I thought.



Here's an old test showing how I'll be using the tiles. The next step will be to update the palettes to something a little higher contrast so the front layer can stand out a bit more.
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Ellian
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« Reply #28558 on: November 18, 2014, 01:46:02 PM »

I was gonna say it's not very readable as it is, but apparently you know that already.
But man this looks amazing. Gorgeous stuff you've got there :D
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JobLeonard
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« Reply #28559 on: November 18, 2014, 09:49:21 PM »

The next step will be to update the palettes to something a little higher contrast so the front layer can stand out a bit more.
The contrast already has improved a lot compared to your previous stuff here (and IIRC contrast and palette issues were really the only issues your work had to begin with). Got a new screen, or did you find a way to calibrate the old one?
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